babylon.module.d.ts 5.3 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Specifies whether the left control stick should be Y-inverted
  12300. */
  12301. protected _invertLeftStickY: boolean;
  12302. /**
  12303. * Specifies if the gamepad has been connected
  12304. */
  12305. readonly isConnected: boolean;
  12306. /**
  12307. * Initializes the gamepad
  12308. * @param id The id of the gamepad
  12309. * @param index The index of the gamepad
  12310. * @param browserGamepad The browser gamepad
  12311. * @param leftStickX The x component of the left joystick
  12312. * @param leftStickY The y component of the left joystick
  12313. * @param rightStickX The x component of the right joystick
  12314. * @param rightStickY The y component of the right joystick
  12315. */
  12316. constructor(
  12317. /**
  12318. * The id of the gamepad
  12319. */
  12320. id: string,
  12321. /**
  12322. * The index of the gamepad
  12323. */
  12324. index: number,
  12325. /**
  12326. * The browser gamepad
  12327. */
  12328. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12329. /**
  12330. * Callback triggered when the left joystick has changed
  12331. * @param callback
  12332. */
  12333. onleftstickchanged(callback: (values: StickValues) => void): void;
  12334. /**
  12335. * Callback triggered when the right joystick has changed
  12336. * @param callback
  12337. */
  12338. onrightstickchanged(callback: (values: StickValues) => void): void;
  12339. /**
  12340. * Gets the left joystick
  12341. */
  12342. /**
  12343. * Sets the left joystick values
  12344. */
  12345. leftStick: StickValues;
  12346. /**
  12347. * Gets the right joystick
  12348. */
  12349. /**
  12350. * Sets the right joystick value
  12351. */
  12352. rightStick: StickValues;
  12353. /**
  12354. * Updates the gamepad joystick positions
  12355. */
  12356. update(): void;
  12357. /**
  12358. * Disposes the gamepad
  12359. */
  12360. dispose(): void;
  12361. }
  12362. /**
  12363. * Represents a generic gamepad
  12364. */
  12365. export class GenericPad extends Gamepad {
  12366. private _buttons;
  12367. private _onbuttondown;
  12368. private _onbuttonup;
  12369. /**
  12370. * Observable triggered when a button has been pressed
  12371. */
  12372. onButtonDownObservable: Observable<number>;
  12373. /**
  12374. * Observable triggered when a button has been released
  12375. */
  12376. onButtonUpObservable: Observable<number>;
  12377. /**
  12378. * Callback triggered when a button has been pressed
  12379. * @param callback Called when a button has been pressed
  12380. */
  12381. onbuttondown(callback: (buttonPressed: number) => void): void;
  12382. /**
  12383. * Callback triggered when a button has been released
  12384. * @param callback Called when a button has been released
  12385. */
  12386. onbuttonup(callback: (buttonReleased: number) => void): void;
  12387. /**
  12388. * Initializes the generic gamepad
  12389. * @param id The id of the generic gamepad
  12390. * @param index The index of the generic gamepad
  12391. * @param browserGamepad The browser gamepad
  12392. */
  12393. constructor(id: string, index: number, browserGamepad: any);
  12394. private _setButtonValue;
  12395. /**
  12396. * Updates the generic gamepad
  12397. */
  12398. update(): void;
  12399. /**
  12400. * Disposes the generic gamepad
  12401. */
  12402. dispose(): void;
  12403. }
  12404. }
  12405. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12406. import { Nullable } from "babylonjs/types";
  12407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12408. import { Scene } from "babylonjs/scene";
  12409. module "babylonjs/Engines/engine" {
  12410. interface Engine {
  12411. /**
  12412. * Creates a raw texture
  12413. * @param data defines the data to store in the texture
  12414. * @param width defines the width of the texture
  12415. * @param height defines the height of the texture
  12416. * @param format defines the format of the data
  12417. * @param generateMipMaps defines if the engine should generate the mip levels
  12418. * @param invertY defines if data must be stored with Y axis inverted
  12419. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12420. * @param compression defines the compression used (null by default)
  12421. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12422. * @returns the raw texture inside an InternalTexture
  12423. */
  12424. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12425. /**
  12426. * Update a raw texture
  12427. * @param texture defines the texture to update
  12428. * @param data defines the data to store in the texture
  12429. * @param format defines the format of the data
  12430. * @param invertY defines if data must be stored with Y axis inverted
  12431. */
  12432. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12433. /**
  12434. * Update a raw texture
  12435. * @param texture defines the texture to update
  12436. * @param data defines the data to store in the texture
  12437. * @param format defines the format of the data
  12438. * @param invertY defines if data must be stored with Y axis inverted
  12439. * @param compression defines the compression used (null by default)
  12440. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12441. */
  12442. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12443. /**
  12444. * Creates a new raw cube texture
  12445. * @param data defines the array of data to use to create each face
  12446. * @param size defines the size of the textures
  12447. * @param format defines the format of the data
  12448. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12449. * @param generateMipMaps defines if the engine should generate the mip levels
  12450. * @param invertY defines if data must be stored with Y axis inverted
  12451. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12452. * @param compression defines the compression used (null by default)
  12453. * @returns the cube texture as an InternalTexture
  12454. */
  12455. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12456. /**
  12457. * Update a raw cube texture
  12458. * @param texture defines the texture to udpdate
  12459. * @param data defines the data to store
  12460. * @param format defines the data format
  12461. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12462. * @param invertY defines if data must be stored with Y axis inverted
  12463. */
  12464. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12465. /**
  12466. * Update a raw cube texture
  12467. * @param texture defines the texture to udpdate
  12468. * @param data defines the data to store
  12469. * @param format defines the data format
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @param invertY defines if data must be stored with Y axis inverted
  12472. * @param compression defines the compression used (null by default)
  12473. */
  12474. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12475. /**
  12476. * Update a raw cube texture
  12477. * @param texture defines the texture to udpdate
  12478. * @param data defines the data to store
  12479. * @param format defines the data format
  12480. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12481. * @param invertY defines if data must be stored with Y axis inverted
  12482. * @param compression defines the compression used (null by default)
  12483. * @param level defines which level of the texture to update
  12484. */
  12485. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12486. /**
  12487. * Creates a new raw cube texture from a specified url
  12488. * @param url defines the url where the data is located
  12489. * @param scene defines the current scene
  12490. * @param size defines the size of the textures
  12491. * @param format defines the format of the data
  12492. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12493. * @param noMipmap defines if the engine should avoid generating the mip levels
  12494. * @param callback defines a callback used to extract texture data from loaded data
  12495. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12496. * @param onLoad defines a callback called when texture is loaded
  12497. * @param onError defines a callback called if there is an error
  12498. * @returns the cube texture as an InternalTexture
  12499. */
  12500. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12501. /**
  12502. * Creates a new raw cube texture from a specified url
  12503. * @param url defines the url where the data is located
  12504. * @param scene defines the current scene
  12505. * @param size defines the size of the textures
  12506. * @param format defines the format of the data
  12507. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12508. * @param noMipmap defines if the engine should avoid generating the mip levels
  12509. * @param callback defines a callback used to extract texture data from loaded data
  12510. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12511. * @param onLoad defines a callback called when texture is loaded
  12512. * @param onError defines a callback called if there is an error
  12513. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12514. * @param invertY defines if data must be stored with Y axis inverted
  12515. * @returns the cube texture as an InternalTexture
  12516. */
  12517. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12518. /**
  12519. * Creates a new raw 3D texture
  12520. * @param data defines the data used to create the texture
  12521. * @param width defines the width of the texture
  12522. * @param height defines the height of the texture
  12523. * @param depth defines the depth of the texture
  12524. * @param format defines the format of the texture
  12525. * @param generateMipMaps defines if the engine must generate mip levels
  12526. * @param invertY defines if data must be stored with Y axis inverted
  12527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12528. * @param compression defines the compressed used (can be null)
  12529. * @param textureType defines the compressed used (can be null)
  12530. * @returns a new raw 3D texture (stored in an InternalTexture)
  12531. */
  12532. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12533. /**
  12534. * Update a raw 3D texture
  12535. * @param texture defines the texture to update
  12536. * @param data defines the data to store
  12537. * @param format defines the data format
  12538. * @param invertY defines if data must be stored with Y axis inverted
  12539. */
  12540. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12541. /**
  12542. * Update a raw 3D texture
  12543. * @param texture defines the texture to update
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param invertY defines if data must be stored with Y axis inverted
  12547. * @param compression defines the used compression (can be null)
  12548. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12549. */
  12550. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12551. }
  12552. }
  12553. }
  12554. declare module "babylonjs/Materials/Textures/rawTexture" {
  12555. import { Scene } from "babylonjs/scene";
  12556. import { Texture } from "babylonjs/Materials/Textures/texture";
  12557. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12558. /**
  12559. * Raw texture can help creating a texture directly from an array of data.
  12560. * This can be super useful if you either get the data from an uncompressed source or
  12561. * if you wish to create your texture pixel by pixel.
  12562. */
  12563. export class RawTexture extends Texture {
  12564. /**
  12565. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12566. */
  12567. format: number;
  12568. private _engine;
  12569. /**
  12570. * Instantiates a new RawTexture.
  12571. * Raw texture can help creating a texture directly from an array of data.
  12572. * This can be super useful if you either get the data from an uncompressed source or
  12573. * if you wish to create your texture pixel by pixel.
  12574. * @param data define the array of data to use to create the texture
  12575. * @param width define the width of the texture
  12576. * @param height define the height of the texture
  12577. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12578. * @param scene define the scene the texture belongs to
  12579. * @param generateMipMaps define whether mip maps should be generated or not
  12580. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12581. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12582. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12583. */
  12584. constructor(data: ArrayBufferView, width: number, height: number,
  12585. /**
  12586. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12587. */
  12588. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12589. /**
  12590. * Updates the texture underlying data.
  12591. * @param data Define the new data of the texture
  12592. */
  12593. update(data: ArrayBufferView): void;
  12594. /**
  12595. * Creates a luminance texture from some data.
  12596. * @param data Define the texture data
  12597. * @param width Define the width of the texture
  12598. * @param height Define the height of the texture
  12599. * @param scene Define the scene the texture belongs to
  12600. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12601. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12602. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12603. * @returns the luminance texture
  12604. */
  12605. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12606. /**
  12607. * Creates a luminance alpha texture from some data.
  12608. * @param data Define the texture data
  12609. * @param width Define the width of the texture
  12610. * @param height Define the height of the texture
  12611. * @param scene Define the scene the texture belongs to
  12612. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12613. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12614. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12615. * @returns the luminance alpha texture
  12616. */
  12617. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12618. /**
  12619. * Creates an alpha texture from some data.
  12620. * @param data Define the texture data
  12621. * @param width Define the width of the texture
  12622. * @param height Define the height of the texture
  12623. * @param scene Define the scene the texture belongs to
  12624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12627. * @returns the alpha texture
  12628. */
  12629. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12630. /**
  12631. * Creates a RGB texture from some data.
  12632. * @param data Define the texture data
  12633. * @param width Define the width of the texture
  12634. * @param height Define the height of the texture
  12635. * @param scene Define the scene the texture belongs to
  12636. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12637. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12638. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12639. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12640. * @returns the RGB alpha texture
  12641. */
  12642. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12643. /**
  12644. * Creates a RGBA texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12653. * @returns the RGBA texture
  12654. */
  12655. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12656. /**
  12657. * Creates a R texture from some data.
  12658. * @param data Define the texture data
  12659. * @param width Define the width of the texture
  12660. * @param height Define the height of the texture
  12661. * @param scene Define the scene the texture belongs to
  12662. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12663. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12664. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12665. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12666. * @returns the R texture
  12667. */
  12668. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12669. }
  12670. }
  12671. declare module "babylonjs/Maths/math.size" {
  12672. /**
  12673. * Interface for the size containing width and height
  12674. */
  12675. export interface ISize {
  12676. /**
  12677. * Width
  12678. */
  12679. width: number;
  12680. /**
  12681. * Heighht
  12682. */
  12683. height: number;
  12684. }
  12685. /**
  12686. * Size containing widht and height
  12687. */
  12688. export class Size implements ISize {
  12689. /**
  12690. * Width
  12691. */
  12692. width: number;
  12693. /**
  12694. * Height
  12695. */
  12696. height: number;
  12697. /**
  12698. * Creates a Size object from the given width and height (floats).
  12699. * @param width width of the new size
  12700. * @param height height of the new size
  12701. */
  12702. constructor(width: number, height: number);
  12703. /**
  12704. * Returns a string with the Size width and height
  12705. * @returns a string with the Size width and height
  12706. */
  12707. toString(): string;
  12708. /**
  12709. * "Size"
  12710. * @returns the string "Size"
  12711. */
  12712. getClassName(): string;
  12713. /**
  12714. * Returns the Size hash code.
  12715. * @returns a hash code for a unique width and height
  12716. */
  12717. getHashCode(): number;
  12718. /**
  12719. * Updates the current size from the given one.
  12720. * @param src the given size
  12721. */
  12722. copyFrom(src: Size): void;
  12723. /**
  12724. * Updates in place the current Size from the given floats.
  12725. * @param width width of the new size
  12726. * @param height height of the new size
  12727. * @returns the updated Size.
  12728. */
  12729. copyFromFloats(width: number, height: number): Size;
  12730. /**
  12731. * Updates in place the current Size from the given floats.
  12732. * @param width width to set
  12733. * @param height height to set
  12734. * @returns the updated Size.
  12735. */
  12736. set(width: number, height: number): Size;
  12737. /**
  12738. * Multiplies the width and height by numbers
  12739. * @param w factor to multiple the width by
  12740. * @param h factor to multiple the height by
  12741. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12742. */
  12743. multiplyByFloats(w: number, h: number): Size;
  12744. /**
  12745. * Clones the size
  12746. * @returns a new Size copied from the given one.
  12747. */
  12748. clone(): Size;
  12749. /**
  12750. * True if the current Size and the given one width and height are strictly equal.
  12751. * @param other the other size to compare against
  12752. * @returns True if the current Size and the given one width and height are strictly equal.
  12753. */
  12754. equals(other: Size): boolean;
  12755. /**
  12756. * The surface of the Size : width * height (float).
  12757. */
  12758. readonly surface: number;
  12759. /**
  12760. * Create a new size of zero
  12761. * @returns a new Size set to (0.0, 0.0)
  12762. */
  12763. static Zero(): Size;
  12764. /**
  12765. * Sums the width and height of two sizes
  12766. * @param otherSize size to add to this size
  12767. * @returns a new Size set as the addition result of the current Size and the given one.
  12768. */
  12769. add(otherSize: Size): Size;
  12770. /**
  12771. * Subtracts the width and height of two
  12772. * @param otherSize size to subtract to this size
  12773. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12774. */
  12775. subtract(otherSize: Size): Size;
  12776. /**
  12777. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12778. * @param start starting size to lerp between
  12779. * @param end end size to lerp between
  12780. * @param amount amount to lerp between the start and end values
  12781. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. */
  12783. static Lerp(start: Size, end: Size, amount: number): Size;
  12784. }
  12785. }
  12786. declare module "babylonjs/Animations/runtimeAnimation" {
  12787. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12788. import { Animatable } from "babylonjs/Animations/animatable";
  12789. import { Scene } from "babylonjs/scene";
  12790. /**
  12791. * Defines a runtime animation
  12792. */
  12793. export class RuntimeAnimation {
  12794. private _events;
  12795. /**
  12796. * The current frame of the runtime animation
  12797. */
  12798. private _currentFrame;
  12799. /**
  12800. * The animation used by the runtime animation
  12801. */
  12802. private _animation;
  12803. /**
  12804. * The target of the runtime animation
  12805. */
  12806. private _target;
  12807. /**
  12808. * The initiating animatable
  12809. */
  12810. private _host;
  12811. /**
  12812. * The original value of the runtime animation
  12813. */
  12814. private _originalValue;
  12815. /**
  12816. * The original blend value of the runtime animation
  12817. */
  12818. private _originalBlendValue;
  12819. /**
  12820. * The offsets cache of the runtime animation
  12821. */
  12822. private _offsetsCache;
  12823. /**
  12824. * The high limits cache of the runtime animation
  12825. */
  12826. private _highLimitsCache;
  12827. /**
  12828. * Specifies if the runtime animation has been stopped
  12829. */
  12830. private _stopped;
  12831. /**
  12832. * The blending factor of the runtime animation
  12833. */
  12834. private _blendingFactor;
  12835. /**
  12836. * The BabylonJS scene
  12837. */
  12838. private _scene;
  12839. /**
  12840. * The current value of the runtime animation
  12841. */
  12842. private _currentValue;
  12843. /** @hidden */
  12844. _animationState: _IAnimationState;
  12845. /**
  12846. * The active target of the runtime animation
  12847. */
  12848. private _activeTargets;
  12849. private _currentActiveTarget;
  12850. private _directTarget;
  12851. /**
  12852. * The target path of the runtime animation
  12853. */
  12854. private _targetPath;
  12855. /**
  12856. * The weight of the runtime animation
  12857. */
  12858. private _weight;
  12859. /**
  12860. * The ratio offset of the runtime animation
  12861. */
  12862. private _ratioOffset;
  12863. /**
  12864. * The previous delay of the runtime animation
  12865. */
  12866. private _previousDelay;
  12867. /**
  12868. * The previous ratio of the runtime animation
  12869. */
  12870. private _previousRatio;
  12871. private _enableBlending;
  12872. private _keys;
  12873. private _minFrame;
  12874. private _maxFrame;
  12875. private _minValue;
  12876. private _maxValue;
  12877. private _targetIsArray;
  12878. /**
  12879. * Gets the current frame of the runtime animation
  12880. */
  12881. readonly currentFrame: number;
  12882. /**
  12883. * Gets the weight of the runtime animation
  12884. */
  12885. readonly weight: number;
  12886. /**
  12887. * Gets the current value of the runtime animation
  12888. */
  12889. readonly currentValue: any;
  12890. /**
  12891. * Gets the target path of the runtime animation
  12892. */
  12893. readonly targetPath: string;
  12894. /**
  12895. * Gets the actual target of the runtime animation
  12896. */
  12897. readonly target: any;
  12898. /** @hidden */
  12899. _onLoop: () => void;
  12900. /**
  12901. * Create a new RuntimeAnimation object
  12902. * @param target defines the target of the animation
  12903. * @param animation defines the source animation object
  12904. * @param scene defines the hosting scene
  12905. * @param host defines the initiating Animatable
  12906. */
  12907. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12908. private _preparePath;
  12909. /**
  12910. * Gets the animation from the runtime animation
  12911. */
  12912. readonly animation: Animation;
  12913. /**
  12914. * Resets the runtime animation to the beginning
  12915. * @param restoreOriginal defines whether to restore the target property to the original value
  12916. */
  12917. reset(restoreOriginal?: boolean): void;
  12918. /**
  12919. * Specifies if the runtime animation is stopped
  12920. * @returns Boolean specifying if the runtime animation is stopped
  12921. */
  12922. isStopped(): boolean;
  12923. /**
  12924. * Disposes of the runtime animation
  12925. */
  12926. dispose(): void;
  12927. /**
  12928. * Apply the interpolated value to the target
  12929. * @param currentValue defines the value computed by the animation
  12930. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12931. */
  12932. setValue(currentValue: any, weight: number): void;
  12933. private _getOriginalValues;
  12934. private _setValue;
  12935. /**
  12936. * Gets the loop pmode of the runtime animation
  12937. * @returns Loop Mode
  12938. */
  12939. private _getCorrectLoopMode;
  12940. /**
  12941. * Move the current animation to a given frame
  12942. * @param frame defines the frame to move to
  12943. */
  12944. goToFrame(frame: number): void;
  12945. /**
  12946. * @hidden Internal use only
  12947. */
  12948. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12949. /**
  12950. * Execute the current animation
  12951. * @param delay defines the delay to add to the current frame
  12952. * @param from defines the lower bound of the animation range
  12953. * @param to defines the upper bound of the animation range
  12954. * @param loop defines if the current animation must loop
  12955. * @param speedRatio defines the current speed ratio
  12956. * @param weight defines the weight of the animation (default is -1 so no weight)
  12957. * @param onLoop optional callback called when animation loops
  12958. * @returns a boolean indicating if the animation is running
  12959. */
  12960. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12961. }
  12962. }
  12963. declare module "babylonjs/Animations/animatable" {
  12964. import { Animation } from "babylonjs/Animations/animation";
  12965. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12966. import { Nullable } from "babylonjs/types";
  12967. import { Observable } from "babylonjs/Misc/observable";
  12968. import { Scene } from "babylonjs/scene";
  12969. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12970. import { Node } from "babylonjs/node";
  12971. /**
  12972. * Class used to store an actual running animation
  12973. */
  12974. export class Animatable {
  12975. /** defines the target object */
  12976. target: any;
  12977. /** defines the starting frame number (default is 0) */
  12978. fromFrame: number;
  12979. /** defines the ending frame number (default is 100) */
  12980. toFrame: number;
  12981. /** defines if the animation must loop (default is false) */
  12982. loopAnimation: boolean;
  12983. /** defines a callback to call when animation ends if it is not looping */
  12984. onAnimationEnd?: (() => void) | null | undefined;
  12985. /** defines a callback to call when animation loops */
  12986. onAnimationLoop?: (() => void) | null | undefined;
  12987. private _localDelayOffset;
  12988. private _pausedDelay;
  12989. private _runtimeAnimations;
  12990. private _paused;
  12991. private _scene;
  12992. private _speedRatio;
  12993. private _weight;
  12994. private _syncRoot;
  12995. /**
  12996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12997. * This will only apply for non looping animation (default is true)
  12998. */
  12999. disposeOnEnd: boolean;
  13000. /**
  13001. * Gets a boolean indicating if the animation has started
  13002. */
  13003. animationStarted: boolean;
  13004. /**
  13005. * Observer raised when the animation ends
  13006. */
  13007. onAnimationEndObservable: Observable<Animatable>;
  13008. /**
  13009. * Observer raised when the animation loops
  13010. */
  13011. onAnimationLoopObservable: Observable<Animatable>;
  13012. /**
  13013. * Gets the root Animatable used to synchronize and normalize animations
  13014. */
  13015. readonly syncRoot: Nullable<Animatable>;
  13016. /**
  13017. * Gets the current frame of the first RuntimeAnimation
  13018. * Used to synchronize Animatables
  13019. */
  13020. readonly masterFrame: number;
  13021. /**
  13022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13023. */
  13024. weight: number;
  13025. /**
  13026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13027. */
  13028. speedRatio: number;
  13029. /**
  13030. * Creates a new Animatable
  13031. * @param scene defines the hosting scene
  13032. * @param target defines the target object
  13033. * @param fromFrame defines the starting frame number (default is 0)
  13034. * @param toFrame defines the ending frame number (default is 100)
  13035. * @param loopAnimation defines if the animation must loop (default is false)
  13036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13038. * @param animations defines a group of animation to add to the new Animatable
  13039. * @param onAnimationLoop defines a callback to call when animation loops
  13040. */
  13041. constructor(scene: Scene,
  13042. /** defines the target object */
  13043. target: any,
  13044. /** defines the starting frame number (default is 0) */
  13045. fromFrame?: number,
  13046. /** defines the ending frame number (default is 100) */
  13047. toFrame?: number,
  13048. /** defines if the animation must loop (default is false) */
  13049. loopAnimation?: boolean, speedRatio?: number,
  13050. /** defines a callback to call when animation ends if it is not looping */
  13051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13052. /** defines a callback to call when animation loops */
  13053. onAnimationLoop?: (() => void) | null | undefined);
  13054. /**
  13055. * Synchronize and normalize current Animatable with a source Animatable
  13056. * This is useful when using animation weights and when animations are not of the same length
  13057. * @param root defines the root Animatable to synchronize with
  13058. * @returns the current Animatable
  13059. */
  13060. syncWith(root: Animatable): Animatable;
  13061. /**
  13062. * Gets the list of runtime animations
  13063. * @returns an array of RuntimeAnimation
  13064. */
  13065. getAnimations(): RuntimeAnimation[];
  13066. /**
  13067. * Adds more animations to the current animatable
  13068. * @param target defines the target of the animations
  13069. * @param animations defines the new animations to add
  13070. */
  13071. appendAnimations(target: any, animations: Animation[]): void;
  13072. /**
  13073. * Gets the source animation for a specific property
  13074. * @param property defines the propertyu to look for
  13075. * @returns null or the source animation for the given property
  13076. */
  13077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13078. /**
  13079. * Gets the runtime animation for a specific property
  13080. * @param property defines the propertyu to look for
  13081. * @returns null or the runtime animation for the given property
  13082. */
  13083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13084. /**
  13085. * Resets the animatable to its original state
  13086. */
  13087. reset(): void;
  13088. /**
  13089. * Allows the animatable to blend with current running animations
  13090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13091. * @param blendingSpeed defines the blending speed to use
  13092. */
  13093. enableBlending(blendingSpeed: number): void;
  13094. /**
  13095. * Disable animation blending
  13096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13097. */
  13098. disableBlending(): void;
  13099. /**
  13100. * Jump directly to a given frame
  13101. * @param frame defines the frame to jump to
  13102. */
  13103. goToFrame(frame: number): void;
  13104. /**
  13105. * Pause the animation
  13106. */
  13107. pause(): void;
  13108. /**
  13109. * Restart the animation
  13110. */
  13111. restart(): void;
  13112. private _raiseOnAnimationEnd;
  13113. /**
  13114. * Stop and delete the current animation
  13115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13116. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13117. */
  13118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13119. /**
  13120. * Wait asynchronously for the animation to end
  13121. * @returns a promise which will be fullfilled when the animation ends
  13122. */
  13123. waitAsync(): Promise<Animatable>;
  13124. /** @hidden */
  13125. _animate(delay: number): boolean;
  13126. }
  13127. module "babylonjs/scene" {
  13128. interface Scene {
  13129. /** @hidden */
  13130. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13131. /** @hidden */
  13132. _processLateAnimationBindingsForMatrices(holder: {
  13133. totalWeight: number;
  13134. animations: RuntimeAnimation[];
  13135. originalValue: Matrix;
  13136. }): any;
  13137. /** @hidden */
  13138. _processLateAnimationBindingsForQuaternions(holder: {
  13139. totalWeight: number;
  13140. animations: RuntimeAnimation[];
  13141. originalValue: Quaternion;
  13142. }, refQuaternion: Quaternion): Quaternion;
  13143. /** @hidden */
  13144. _processLateAnimationBindings(): void;
  13145. /**
  13146. * Will start the animation sequence of a given target
  13147. * @param target defines the target
  13148. * @param from defines from which frame should animation start
  13149. * @param to defines until which frame should animation run.
  13150. * @param weight defines the weight to apply to the animation (1.0 by default)
  13151. * @param loop defines if the animation loops
  13152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13153. * @param onAnimationEnd defines the function to be executed when the animation ends
  13154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13155. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13156. * @param onAnimationLoop defines the callback to call when an animation loops
  13157. * @returns the animatable object created for this animation
  13158. */
  13159. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13160. /**
  13161. * Will start the animation sequence of a given target
  13162. * @param target defines the target
  13163. * @param from defines from which frame should animation start
  13164. * @param to defines until which frame should animation run.
  13165. * @param loop defines if the animation loops
  13166. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13167. * @param onAnimationEnd defines the function to be executed when the animation ends
  13168. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13169. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13170. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13171. * @param onAnimationLoop defines the callback to call when an animation loops
  13172. * @returns the animatable object created for this animation
  13173. */
  13174. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13175. /**
  13176. * Will start the animation sequence of a given target and its hierarchy
  13177. * @param target defines the target
  13178. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the list of created animatables
  13189. */
  13190. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13191. /**
  13192. * Begin a new animation on a given node
  13193. * @param target defines the target where the animation will take place
  13194. * @param animations defines the list of animations to start
  13195. * @param from defines the initial value
  13196. * @param to defines the final value
  13197. * @param loop defines if you want animation to loop (off by default)
  13198. * @param speedRatio defines the speed ratio to apply to all animations
  13199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13200. * @param onAnimationLoop defines the callback to call when an animation loops
  13201. * @returns the list of created animatables
  13202. */
  13203. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13204. /**
  13205. * Begin a new animation on a given node and its hierarchy
  13206. * @param target defines the root node where the animation will take place
  13207. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13208. * @param animations defines the list of animations to start
  13209. * @param from defines the initial value
  13210. * @param to defines the final value
  13211. * @param loop defines if you want animation to loop (off by default)
  13212. * @param speedRatio defines the speed ratio to apply to all animations
  13213. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13214. * @param onAnimationLoop defines the callback to call when an animation loops
  13215. * @returns the list of animatables created for all nodes
  13216. */
  13217. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13218. /**
  13219. * Gets the animatable associated with a specific target
  13220. * @param target defines the target of the animatable
  13221. * @returns the required animatable if found
  13222. */
  13223. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13224. /**
  13225. * Gets all animatables associated with a given target
  13226. * @param target defines the target to look animatables for
  13227. * @returns an array of Animatables
  13228. */
  13229. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13230. /**
  13231. * Stops and removes all animations that have been applied to the scene
  13232. */
  13233. stopAllAnimations(): void;
  13234. }
  13235. }
  13236. module "babylonjs/Bones/bone" {
  13237. interface Bone {
  13238. /**
  13239. * Copy an animation range from another bone
  13240. * @param source defines the source bone
  13241. * @param rangeName defines the range name to copy
  13242. * @param frameOffset defines the frame offset
  13243. * @param rescaleAsRequired defines if rescaling must be applied if required
  13244. * @param skelDimensionsRatio defines the scaling ratio
  13245. * @returns true if operation was successful
  13246. */
  13247. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13248. }
  13249. }
  13250. }
  13251. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13252. /**
  13253. * Class used to override all child animations of a given target
  13254. */
  13255. export class AnimationPropertiesOverride {
  13256. /**
  13257. * Gets or sets a value indicating if animation blending must be used
  13258. */
  13259. enableBlending: boolean;
  13260. /**
  13261. * Gets or sets the blending speed to use when enableBlending is true
  13262. */
  13263. blendingSpeed: number;
  13264. /**
  13265. * Gets or sets the default loop mode to use
  13266. */
  13267. loopMode: number;
  13268. }
  13269. }
  13270. declare module "babylonjs/Bones/skeleton" {
  13271. import { Bone } from "babylonjs/Bones/bone";
  13272. import { Observable } from "babylonjs/Misc/observable";
  13273. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13274. import { Scene } from "babylonjs/scene";
  13275. import { Nullable } from "babylonjs/types";
  13276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13277. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13278. import { Animatable } from "babylonjs/Animations/animatable";
  13279. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13280. import { Animation } from "babylonjs/Animations/animation";
  13281. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13282. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13284. /**
  13285. * Class used to handle skinning animations
  13286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13287. */
  13288. export class Skeleton implements IAnimatable {
  13289. /** defines the skeleton name */
  13290. name: string;
  13291. /** defines the skeleton Id */
  13292. id: string;
  13293. /**
  13294. * Defines the list of child bones
  13295. */
  13296. bones: Bone[];
  13297. /**
  13298. * Defines an estimate of the dimension of the skeleton at rest
  13299. */
  13300. dimensionsAtRest: Vector3;
  13301. /**
  13302. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13303. */
  13304. needInitialSkinMatrix: boolean;
  13305. /**
  13306. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13307. */
  13308. overrideMesh: Nullable<AbstractMesh>;
  13309. /**
  13310. * Gets the list of animations attached to this skeleton
  13311. */
  13312. animations: Array<Animation>;
  13313. private _scene;
  13314. private _isDirty;
  13315. private _transformMatrices;
  13316. private _transformMatrixTexture;
  13317. private _meshesWithPoseMatrix;
  13318. private _animatables;
  13319. private _identity;
  13320. private _synchronizedWithMesh;
  13321. private _ranges;
  13322. private _lastAbsoluteTransformsUpdateId;
  13323. private _canUseTextureForBones;
  13324. private _uniqueId;
  13325. /** @hidden */
  13326. _numBonesWithLinkedTransformNode: number;
  13327. /** @hidden */
  13328. _hasWaitingData: Nullable<boolean>;
  13329. /**
  13330. * Specifies if the skeleton should be serialized
  13331. */
  13332. doNotSerialize: boolean;
  13333. private _useTextureToStoreBoneMatrices;
  13334. /**
  13335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13336. * Please note that this option is not available if the hardware does not support it
  13337. */
  13338. useTextureToStoreBoneMatrices: boolean;
  13339. private _animationPropertiesOverride;
  13340. /**
  13341. * Gets or sets the animation properties override
  13342. */
  13343. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13344. /**
  13345. * List of inspectable custom properties (used by the Inspector)
  13346. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13347. */
  13348. inspectableCustomProperties: IInspectable[];
  13349. /**
  13350. * An observable triggered before computing the skeleton's matrices
  13351. */
  13352. onBeforeComputeObservable: Observable<Skeleton>;
  13353. /**
  13354. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13355. */
  13356. readonly isUsingTextureForMatrices: boolean;
  13357. /**
  13358. * Gets the unique ID of this skeleton
  13359. */
  13360. readonly uniqueId: number;
  13361. /**
  13362. * Creates a new skeleton
  13363. * @param name defines the skeleton name
  13364. * @param id defines the skeleton Id
  13365. * @param scene defines the hosting scene
  13366. */
  13367. constructor(
  13368. /** defines the skeleton name */
  13369. name: string,
  13370. /** defines the skeleton Id */
  13371. id: string, scene: Scene);
  13372. /**
  13373. * Gets the current object class name.
  13374. * @return the class name
  13375. */
  13376. getClassName(): string;
  13377. /**
  13378. * Returns an array containing the root bones
  13379. * @returns an array containing the root bones
  13380. */
  13381. getChildren(): Array<Bone>;
  13382. /**
  13383. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13384. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13385. * @returns a Float32Array containing matrices data
  13386. */
  13387. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13388. /**
  13389. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13390. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13391. * @returns a raw texture containing the data
  13392. */
  13393. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13394. /**
  13395. * Gets the current hosting scene
  13396. * @returns a scene object
  13397. */
  13398. getScene(): Scene;
  13399. /**
  13400. * Gets a string representing the current skeleton data
  13401. * @param fullDetails defines a boolean indicating if we want a verbose version
  13402. * @returns a string representing the current skeleton data
  13403. */
  13404. toString(fullDetails?: boolean): string;
  13405. /**
  13406. * Get bone's index searching by name
  13407. * @param name defines bone's name to search for
  13408. * @return the indice of the bone. Returns -1 if not found
  13409. */
  13410. getBoneIndexByName(name: string): number;
  13411. /**
  13412. * Creater a new animation range
  13413. * @param name defines the name of the range
  13414. * @param from defines the start key
  13415. * @param to defines the end key
  13416. */
  13417. createAnimationRange(name: string, from: number, to: number): void;
  13418. /**
  13419. * Delete a specific animation range
  13420. * @param name defines the name of the range
  13421. * @param deleteFrames defines if frames must be removed as well
  13422. */
  13423. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13424. /**
  13425. * Gets a specific animation range
  13426. * @param name defines the name of the range to look for
  13427. * @returns the requested animation range or null if not found
  13428. */
  13429. getAnimationRange(name: string): Nullable<AnimationRange>;
  13430. /**
  13431. * Gets the list of all animation ranges defined on this skeleton
  13432. * @returns an array
  13433. */
  13434. getAnimationRanges(): Nullable<AnimationRange>[];
  13435. /**
  13436. * Copy animation range from a source skeleton.
  13437. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13438. * @param source defines the source skeleton
  13439. * @param name defines the name of the range to copy
  13440. * @param rescaleAsRequired defines if rescaling must be applied if required
  13441. * @returns true if operation was successful
  13442. */
  13443. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13444. /**
  13445. * Forces the skeleton to go to rest pose
  13446. */
  13447. returnToRest(): void;
  13448. private _getHighestAnimationFrame;
  13449. /**
  13450. * Begin a specific animation range
  13451. * @param name defines the name of the range to start
  13452. * @param loop defines if looping must be turned on (false by default)
  13453. * @param speedRatio defines the speed ratio to apply (1 by default)
  13454. * @param onAnimationEnd defines a callback which will be called when animation will end
  13455. * @returns a new animatable
  13456. */
  13457. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13458. /** @hidden */
  13459. _markAsDirty(): void;
  13460. /** @hidden */
  13461. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13462. /** @hidden */
  13463. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13464. private _computeTransformMatrices;
  13465. /**
  13466. * Build all resources required to render a skeleton
  13467. */
  13468. prepare(): void;
  13469. /**
  13470. * Gets the list of animatables currently running for this skeleton
  13471. * @returns an array of animatables
  13472. */
  13473. getAnimatables(): IAnimatable[];
  13474. /**
  13475. * Clone the current skeleton
  13476. * @param name defines the name of the new skeleton
  13477. * @param id defines the id of the new skeleton
  13478. * @returns the new skeleton
  13479. */
  13480. clone(name: string, id: string): Skeleton;
  13481. /**
  13482. * Enable animation blending for this skeleton
  13483. * @param blendingSpeed defines the blending speed to apply
  13484. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13485. */
  13486. enableBlending(blendingSpeed?: number): void;
  13487. /**
  13488. * Releases all resources associated with the current skeleton
  13489. */
  13490. dispose(): void;
  13491. /**
  13492. * Serialize the skeleton in a JSON object
  13493. * @returns a JSON object
  13494. */
  13495. serialize(): any;
  13496. /**
  13497. * Creates a new skeleton from serialized data
  13498. * @param parsedSkeleton defines the serialized data
  13499. * @param scene defines the hosting scene
  13500. * @returns a new skeleton
  13501. */
  13502. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13503. /**
  13504. * Compute all node absolute transforms
  13505. * @param forceUpdate defines if computation must be done even if cache is up to date
  13506. */
  13507. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13508. /**
  13509. * Gets the root pose matrix
  13510. * @returns a matrix
  13511. */
  13512. getPoseMatrix(): Nullable<Matrix>;
  13513. /**
  13514. * Sorts bones per internal index
  13515. */
  13516. sortBones(): void;
  13517. private _sortBones;
  13518. }
  13519. }
  13520. declare module "babylonjs/Bones/bone" {
  13521. import { Skeleton } from "babylonjs/Bones/skeleton";
  13522. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13523. import { Nullable } from "babylonjs/types";
  13524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13525. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13526. import { Node } from "babylonjs/node";
  13527. import { Space } from "babylonjs/Maths/math.axis";
  13528. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13529. /**
  13530. * Class used to store bone information
  13531. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13532. */
  13533. export class Bone extends Node {
  13534. /**
  13535. * defines the bone name
  13536. */
  13537. name: string;
  13538. private static _tmpVecs;
  13539. private static _tmpQuat;
  13540. private static _tmpMats;
  13541. /**
  13542. * Gets the list of child bones
  13543. */
  13544. children: Bone[];
  13545. /** Gets the animations associated with this bone */
  13546. animations: import("babylonjs/Animations/animation").Animation[];
  13547. /**
  13548. * Gets or sets bone length
  13549. */
  13550. length: number;
  13551. /**
  13552. * @hidden Internal only
  13553. * Set this value to map this bone to a different index in the transform matrices
  13554. * Set this value to -1 to exclude the bone from the transform matrices
  13555. */
  13556. _index: Nullable<number>;
  13557. private _skeleton;
  13558. private _localMatrix;
  13559. private _restPose;
  13560. private _baseMatrix;
  13561. private _absoluteTransform;
  13562. private _invertedAbsoluteTransform;
  13563. private _parent;
  13564. private _scalingDeterminant;
  13565. private _worldTransform;
  13566. private _localScaling;
  13567. private _localRotation;
  13568. private _localPosition;
  13569. private _needToDecompose;
  13570. private _needToCompose;
  13571. /** @hidden */
  13572. _linkedTransformNode: Nullable<TransformNode>;
  13573. /** @hidden */
  13574. _waitingTransformNodeId: Nullable<string>;
  13575. /** @hidden */
  13576. /** @hidden */
  13577. _matrix: Matrix;
  13578. /**
  13579. * Create a new bone
  13580. * @param name defines the bone name
  13581. * @param skeleton defines the parent skeleton
  13582. * @param parentBone defines the parent (can be null if the bone is the root)
  13583. * @param localMatrix defines the local matrix
  13584. * @param restPose defines the rest pose matrix
  13585. * @param baseMatrix defines the base matrix
  13586. * @param index defines index of the bone in the hiearchy
  13587. */
  13588. constructor(
  13589. /**
  13590. * defines the bone name
  13591. */
  13592. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13593. /**
  13594. * Gets the current object class name.
  13595. * @return the class name
  13596. */
  13597. getClassName(): string;
  13598. /**
  13599. * Gets the parent skeleton
  13600. * @returns a skeleton
  13601. */
  13602. getSkeleton(): Skeleton;
  13603. /**
  13604. * Gets parent bone
  13605. * @returns a bone or null if the bone is the root of the bone hierarchy
  13606. */
  13607. getParent(): Nullable<Bone>;
  13608. /**
  13609. * Returns an array containing the root bones
  13610. * @returns an array containing the root bones
  13611. */
  13612. getChildren(): Array<Bone>;
  13613. /**
  13614. * Sets the parent bone
  13615. * @param parent defines the parent (can be null if the bone is the root)
  13616. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13617. */
  13618. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13619. /**
  13620. * Gets the local matrix
  13621. * @returns a matrix
  13622. */
  13623. getLocalMatrix(): Matrix;
  13624. /**
  13625. * Gets the base matrix (initial matrix which remains unchanged)
  13626. * @returns a matrix
  13627. */
  13628. getBaseMatrix(): Matrix;
  13629. /**
  13630. * Gets the rest pose matrix
  13631. * @returns a matrix
  13632. */
  13633. getRestPose(): Matrix;
  13634. /**
  13635. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13636. */
  13637. getWorldMatrix(): Matrix;
  13638. /**
  13639. * Sets the local matrix to rest pose matrix
  13640. */
  13641. returnToRest(): void;
  13642. /**
  13643. * Gets the inverse of the absolute transform matrix.
  13644. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13645. * @returns a matrix
  13646. */
  13647. getInvertedAbsoluteTransform(): Matrix;
  13648. /**
  13649. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13650. * @returns a matrix
  13651. */
  13652. getAbsoluteTransform(): Matrix;
  13653. /**
  13654. * Links with the given transform node.
  13655. * The local matrix of this bone is copied from the transform node every frame.
  13656. * @param transformNode defines the transform node to link to
  13657. */
  13658. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13659. /** Gets or sets current position (in local space) */
  13660. position: Vector3;
  13661. /** Gets or sets current rotation (in local space) */
  13662. rotation: Vector3;
  13663. /** Gets or sets current rotation quaternion (in local space) */
  13664. rotationQuaternion: Quaternion;
  13665. /** Gets or sets current scaling (in local space) */
  13666. scaling: Vector3;
  13667. /**
  13668. * Gets the animation properties override
  13669. */
  13670. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13671. private _decompose;
  13672. private _compose;
  13673. /**
  13674. * Update the base and local matrices
  13675. * @param matrix defines the new base or local matrix
  13676. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13677. * @param updateLocalMatrix defines if the local matrix should be updated
  13678. */
  13679. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13680. /** @hidden */
  13681. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13682. /**
  13683. * Flag the bone as dirty (Forcing it to update everything)
  13684. */
  13685. markAsDirty(): void;
  13686. /** @hidden */
  13687. _markAsDirtyAndCompose(): void;
  13688. private _markAsDirtyAndDecompose;
  13689. /**
  13690. * Translate the bone in local or world space
  13691. * @param vec The amount to translate the bone
  13692. * @param space The space that the translation is in
  13693. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13694. */
  13695. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13696. /**
  13697. * Set the postion of the bone in local or world space
  13698. * @param position The position to set the bone
  13699. * @param space The space that the position is in
  13700. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13701. */
  13702. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13703. /**
  13704. * Set the absolute position of the bone (world space)
  13705. * @param position The position to set the bone
  13706. * @param mesh The mesh that this bone is attached to
  13707. */
  13708. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13709. /**
  13710. * Scale the bone on the x, y and z axes (in local space)
  13711. * @param x The amount to scale the bone on the x axis
  13712. * @param y The amount to scale the bone on the y axis
  13713. * @param z The amount to scale the bone on the z axis
  13714. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13715. */
  13716. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13717. /**
  13718. * Set the bone scaling in local space
  13719. * @param scale defines the scaling vector
  13720. */
  13721. setScale(scale: Vector3): void;
  13722. /**
  13723. * Gets the current scaling in local space
  13724. * @returns the current scaling vector
  13725. */
  13726. getScale(): Vector3;
  13727. /**
  13728. * Gets the current scaling in local space and stores it in a target vector
  13729. * @param result defines the target vector
  13730. */
  13731. getScaleToRef(result: Vector3): void;
  13732. /**
  13733. * Set the yaw, pitch, and roll of the bone in local or world space
  13734. * @param yaw The rotation of the bone on the y axis
  13735. * @param pitch The rotation of the bone on the x axis
  13736. * @param roll The rotation of the bone on the z axis
  13737. * @param space The space that the axes of rotation are in
  13738. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13739. */
  13740. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13741. /**
  13742. * Add a rotation to the bone on an axis in local or world space
  13743. * @param axis The axis to rotate the bone on
  13744. * @param amount The amount to rotate the bone
  13745. * @param space The space that the axis is in
  13746. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13747. */
  13748. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13749. /**
  13750. * Set the rotation of the bone to a particular axis angle in local or world space
  13751. * @param axis The axis to rotate the bone on
  13752. * @param angle The angle that the bone should be rotated to
  13753. * @param space The space that the axis is in
  13754. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13755. */
  13756. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13757. /**
  13758. * Set the euler rotation of the bone in local of world space
  13759. * @param rotation The euler rotation that the bone should be set to
  13760. * @param space The space that the rotation is in
  13761. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13762. */
  13763. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13764. /**
  13765. * Set the quaternion rotation of the bone in local of world space
  13766. * @param quat The quaternion rotation that the bone should be set to
  13767. * @param space The space that the rotation is in
  13768. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13769. */
  13770. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13771. /**
  13772. * Set the rotation matrix of the bone in local of world space
  13773. * @param rotMat The rotation matrix that the bone should be set to
  13774. * @param space The space that the rotation is in
  13775. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13776. */
  13777. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13778. private _rotateWithMatrix;
  13779. private _getNegativeRotationToRef;
  13780. /**
  13781. * Get the position of the bone in local or world space
  13782. * @param space The space that the returned position is in
  13783. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13784. * @returns The position of the bone
  13785. */
  13786. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13787. /**
  13788. * Copy the position of the bone to a vector3 in local or world space
  13789. * @param space The space that the returned position is in
  13790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13791. * @param result The vector3 to copy the position to
  13792. */
  13793. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13794. /**
  13795. * Get the absolute position of the bone (world space)
  13796. * @param mesh The mesh that this bone is attached to
  13797. * @returns The absolute position of the bone
  13798. */
  13799. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13800. /**
  13801. * Copy the absolute position of the bone (world space) to the result param
  13802. * @param mesh The mesh that this bone is attached to
  13803. * @param result The vector3 to copy the absolute position to
  13804. */
  13805. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13806. /**
  13807. * Compute the absolute transforms of this bone and its children
  13808. */
  13809. computeAbsoluteTransforms(): void;
  13810. /**
  13811. * Get the world direction from an axis that is in the local space of the bone
  13812. * @param localAxis The local direction that is used to compute the world direction
  13813. * @param mesh The mesh that this bone is attached to
  13814. * @returns The world direction
  13815. */
  13816. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13817. /**
  13818. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13819. * @param localAxis The local direction that is used to compute the world direction
  13820. * @param mesh The mesh that this bone is attached to
  13821. * @param result The vector3 that the world direction will be copied to
  13822. */
  13823. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13824. /**
  13825. * Get the euler rotation of the bone in local or world space
  13826. * @param space The space that the rotation should be in
  13827. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13828. * @returns The euler rotation
  13829. */
  13830. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13831. /**
  13832. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13833. * @param space The space that the rotation should be in
  13834. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13835. * @param result The vector3 that the rotation should be copied to
  13836. */
  13837. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13838. /**
  13839. * Get the quaternion rotation of the bone in either local or world space
  13840. * @param space The space that the rotation should be in
  13841. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13842. * @returns The quaternion rotation
  13843. */
  13844. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13845. /**
  13846. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13847. * @param space The space that the rotation should be in
  13848. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13849. * @param result The quaternion that the rotation should be copied to
  13850. */
  13851. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13852. /**
  13853. * Get the rotation matrix of the bone in local or world space
  13854. * @param space The space that the rotation should be in
  13855. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13856. * @returns The rotation matrix
  13857. */
  13858. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13859. /**
  13860. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13861. * @param space The space that the rotation should be in
  13862. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13863. * @param result The quaternion that the rotation should be copied to
  13864. */
  13865. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13866. /**
  13867. * Get the world position of a point that is in the local space of the bone
  13868. * @param position The local position
  13869. * @param mesh The mesh that this bone is attached to
  13870. * @returns The world position
  13871. */
  13872. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13873. /**
  13874. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13875. * @param position The local position
  13876. * @param mesh The mesh that this bone is attached to
  13877. * @param result The vector3 that the world position should be copied to
  13878. */
  13879. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13880. /**
  13881. * Get the local position of a point that is in world space
  13882. * @param position The world position
  13883. * @param mesh The mesh that this bone is attached to
  13884. * @returns The local position
  13885. */
  13886. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13887. /**
  13888. * Get the local position of a point that is in world space and copy it to the result param
  13889. * @param position The world position
  13890. * @param mesh The mesh that this bone is attached to
  13891. * @param result The vector3 that the local position should be copied to
  13892. */
  13893. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13894. }
  13895. }
  13896. declare module "babylonjs/Meshes/transformNode" {
  13897. import { DeepImmutable } from "babylonjs/types";
  13898. import { Observable } from "babylonjs/Misc/observable";
  13899. import { Nullable } from "babylonjs/types";
  13900. import { Camera } from "babylonjs/Cameras/camera";
  13901. import { Scene } from "babylonjs/scene";
  13902. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13903. import { Node } from "babylonjs/node";
  13904. import { Bone } from "babylonjs/Bones/bone";
  13905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13906. import { Space } from "babylonjs/Maths/math.axis";
  13907. /**
  13908. * 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.
  13909. * @see https://doc.babylonjs.com/how_to/transformnode
  13910. */
  13911. export class TransformNode extends Node {
  13912. /**
  13913. * Object will not rotate to face the camera
  13914. */
  13915. static BILLBOARDMODE_NONE: number;
  13916. /**
  13917. * Object will rotate to face the camera but only on the x axis
  13918. */
  13919. static BILLBOARDMODE_X: number;
  13920. /**
  13921. * Object will rotate to face the camera but only on the y axis
  13922. */
  13923. static BILLBOARDMODE_Y: number;
  13924. /**
  13925. * Object will rotate to face the camera but only on the z axis
  13926. */
  13927. static BILLBOARDMODE_Z: number;
  13928. /**
  13929. * Object will rotate to face the camera
  13930. */
  13931. static BILLBOARDMODE_ALL: number;
  13932. private _forward;
  13933. private _forwardInverted;
  13934. private _up;
  13935. private _right;
  13936. private _rightInverted;
  13937. private _position;
  13938. private _rotation;
  13939. private _rotationQuaternion;
  13940. protected _scaling: Vector3;
  13941. protected _isDirty: boolean;
  13942. private _transformToBoneReferal;
  13943. private _billboardMode;
  13944. /**
  13945. * Gets or sets the billboard mode. Default is 0.
  13946. *
  13947. * | Value | Type | Description |
  13948. * | --- | --- | --- |
  13949. * | 0 | BILLBOARDMODE_NONE | |
  13950. * | 1 | BILLBOARDMODE_X | |
  13951. * | 2 | BILLBOARDMODE_Y | |
  13952. * | 4 | BILLBOARDMODE_Z | |
  13953. * | 7 | BILLBOARDMODE_ALL | |
  13954. *
  13955. */
  13956. billboardMode: number;
  13957. private _preserveParentRotationForBillboard;
  13958. /**
  13959. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13960. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13961. */
  13962. preserveParentRotationForBillboard: boolean;
  13963. /**
  13964. * 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
  13965. */
  13966. scalingDeterminant: number;
  13967. private _infiniteDistance;
  13968. /**
  13969. * Gets or sets the distance of the object to max, often used by skybox
  13970. */
  13971. infiniteDistance: boolean;
  13972. /**
  13973. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13974. * By default the system will update normals to compensate
  13975. */
  13976. ignoreNonUniformScaling: boolean;
  13977. /**
  13978. * 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
  13979. */
  13980. reIntegrateRotationIntoRotationQuaternion: boolean;
  13981. /** @hidden */
  13982. _poseMatrix: Nullable<Matrix>;
  13983. /** @hidden */
  13984. _localMatrix: Matrix;
  13985. private _usePivotMatrix;
  13986. private _absolutePosition;
  13987. private _pivotMatrix;
  13988. private _pivotMatrixInverse;
  13989. protected _postMultiplyPivotMatrix: boolean;
  13990. protected _isWorldMatrixFrozen: boolean;
  13991. /** @hidden */
  13992. _indexInSceneTransformNodesArray: number;
  13993. /**
  13994. * An event triggered after the world matrix is updated
  13995. */
  13996. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  13997. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  13998. /**
  13999. * Gets a string identifying the name of the class
  14000. * @returns "TransformNode" string
  14001. */
  14002. getClassName(): string;
  14003. /**
  14004. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14005. */
  14006. position: Vector3;
  14007. /**
  14008. * 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)).
  14009. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14010. */
  14011. rotation: Vector3;
  14012. /**
  14013. * 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)).
  14014. */
  14015. scaling: Vector3;
  14016. /**
  14017. * 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).
  14018. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14019. */
  14020. rotationQuaternion: Nullable<Quaternion>;
  14021. /**
  14022. * The forward direction of that transform in world space.
  14023. */
  14024. readonly forward: Vector3;
  14025. /**
  14026. * The up direction of that transform in world space.
  14027. */
  14028. readonly up: Vector3;
  14029. /**
  14030. * The right direction of that transform in world space.
  14031. */
  14032. readonly right: Vector3;
  14033. /**
  14034. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14035. * @param matrix the matrix to copy the pose from
  14036. * @returns this TransformNode.
  14037. */
  14038. updatePoseMatrix(matrix: Matrix): TransformNode;
  14039. /**
  14040. * Returns the mesh Pose matrix.
  14041. * @returns the pose matrix
  14042. */
  14043. getPoseMatrix(): Matrix;
  14044. /** @hidden */
  14045. _isSynchronized(): boolean;
  14046. /** @hidden */
  14047. _initCache(): void;
  14048. /**
  14049. * Flag the transform node as dirty (Forcing it to update everything)
  14050. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14051. * @returns this transform node
  14052. */
  14053. markAsDirty(property: string): TransformNode;
  14054. /**
  14055. * Returns the current mesh absolute position.
  14056. * Returns a Vector3.
  14057. */
  14058. readonly absolutePosition: Vector3;
  14059. /**
  14060. * Sets a new matrix to apply before all other transformation
  14061. * @param matrix defines the transform matrix
  14062. * @returns the current TransformNode
  14063. */
  14064. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14065. /**
  14066. * Sets a new pivot matrix to the current node
  14067. * @param matrix defines the new pivot matrix to use
  14068. * @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
  14069. * @returns the current TransformNode
  14070. */
  14071. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14072. /**
  14073. * Returns the mesh pivot matrix.
  14074. * Default : Identity.
  14075. * @returns the matrix
  14076. */
  14077. getPivotMatrix(): Matrix;
  14078. /**
  14079. * Prevents the World matrix to be computed any longer.
  14080. * @returns the TransformNode.
  14081. */
  14082. freezeWorldMatrix(): TransformNode;
  14083. /**
  14084. * Allows back the World matrix computation.
  14085. * @returns the TransformNode.
  14086. */
  14087. unfreezeWorldMatrix(): this;
  14088. /**
  14089. * True if the World matrix has been frozen.
  14090. */
  14091. readonly isWorldMatrixFrozen: boolean;
  14092. /**
  14093. * Retuns the mesh absolute position in the World.
  14094. * @returns a Vector3.
  14095. */
  14096. getAbsolutePosition(): Vector3;
  14097. /**
  14098. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14099. * @param absolutePosition the absolute position to set
  14100. * @returns the TransformNode.
  14101. */
  14102. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14103. /**
  14104. * Sets the mesh position in its local space.
  14105. * @param vector3 the position to set in localspace
  14106. * @returns the TransformNode.
  14107. */
  14108. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14109. /**
  14110. * Returns the mesh position in the local space from the current World matrix values.
  14111. * @returns a new Vector3.
  14112. */
  14113. getPositionExpressedInLocalSpace(): Vector3;
  14114. /**
  14115. * Translates the mesh along the passed Vector3 in its local space.
  14116. * @param vector3 the distance to translate in localspace
  14117. * @returns the TransformNode.
  14118. */
  14119. locallyTranslate(vector3: Vector3): TransformNode;
  14120. private static _lookAtVectorCache;
  14121. /**
  14122. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14123. * @param targetPoint the position (must be in same space as current mesh) to look at
  14124. * @param yawCor optional yaw (y-axis) correction in radians
  14125. * @param pitchCor optional pitch (x-axis) correction in radians
  14126. * @param rollCor optional roll (z-axis) correction in radians
  14127. * @param space the choosen space of the target
  14128. * @returns the TransformNode.
  14129. */
  14130. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14131. /**
  14132. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14133. * This Vector3 is expressed in the World space.
  14134. * @param localAxis axis to rotate
  14135. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14136. */
  14137. getDirection(localAxis: Vector3): Vector3;
  14138. /**
  14139. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14140. * localAxis is expressed in the mesh local space.
  14141. * result is computed in the Wordl space from the mesh World matrix.
  14142. * @param localAxis axis to rotate
  14143. * @param result the resulting transformnode
  14144. * @returns this TransformNode.
  14145. */
  14146. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14147. /**
  14148. * Sets this transform node rotation to the given local axis.
  14149. * @param localAxis the axis in local space
  14150. * @param yawCor optional yaw (y-axis) correction in radians
  14151. * @param pitchCor optional pitch (x-axis) correction in radians
  14152. * @param rollCor optional roll (z-axis) correction in radians
  14153. * @returns this TransformNode
  14154. */
  14155. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14156. /**
  14157. * Sets a new pivot point to the current node
  14158. * @param point defines the new pivot point to use
  14159. * @param space defines if the point is in world or local space (local by default)
  14160. * @returns the current TransformNode
  14161. */
  14162. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14163. /**
  14164. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14165. * @returns the pivot point
  14166. */
  14167. getPivotPoint(): Vector3;
  14168. /**
  14169. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14170. * @param result the vector3 to store the result
  14171. * @returns this TransformNode.
  14172. */
  14173. getPivotPointToRef(result: Vector3): TransformNode;
  14174. /**
  14175. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14176. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14177. */
  14178. getAbsolutePivotPoint(): Vector3;
  14179. /**
  14180. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14181. * @param result vector3 to store the result
  14182. * @returns this TransformNode.
  14183. */
  14184. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14185. /**
  14186. * Defines the passed node as the parent of the current node.
  14187. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14188. * @see https://doc.babylonjs.com/how_to/parenting
  14189. * @param node the node ot set as the parent
  14190. * @returns this TransformNode.
  14191. */
  14192. setParent(node: Nullable<Node>): TransformNode;
  14193. private _nonUniformScaling;
  14194. /**
  14195. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14196. */
  14197. readonly nonUniformScaling: boolean;
  14198. /** @hidden */
  14199. _updateNonUniformScalingState(value: boolean): boolean;
  14200. /**
  14201. * Attach the current TransformNode to another TransformNode associated with a bone
  14202. * @param bone Bone affecting the TransformNode
  14203. * @param affectedTransformNode TransformNode associated with the bone
  14204. * @returns this object
  14205. */
  14206. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14207. /**
  14208. * Detach the transform node if its associated with a bone
  14209. * @returns this object
  14210. */
  14211. detachFromBone(): TransformNode;
  14212. private static _rotationAxisCache;
  14213. /**
  14214. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14215. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14216. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14217. * The passed axis is also normalized.
  14218. * @param axis the axis to rotate around
  14219. * @param amount the amount to rotate in radians
  14220. * @param space Space to rotate in (Default: local)
  14221. * @returns the TransformNode.
  14222. */
  14223. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14224. /**
  14225. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14226. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14227. * The passed axis is also normalized. .
  14228. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14229. * @param point the point to rotate around
  14230. * @param axis the axis to rotate around
  14231. * @param amount the amount to rotate in radians
  14232. * @returns the TransformNode
  14233. */
  14234. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14235. /**
  14236. * Translates the mesh along the axis vector for the passed distance in the given space.
  14237. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14238. * @param axis the axis to translate in
  14239. * @param distance the distance to translate
  14240. * @param space Space to rotate in (Default: local)
  14241. * @returns the TransformNode.
  14242. */
  14243. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14244. /**
  14245. * Adds a rotation step to the mesh current rotation.
  14246. * x, y, z are Euler angles expressed in radians.
  14247. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14248. * This means this rotation is made in the mesh local space only.
  14249. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14250. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14251. * ```javascript
  14252. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14253. * ```
  14254. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14255. * 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.
  14256. * @param x Rotation to add
  14257. * @param y Rotation to add
  14258. * @param z Rotation to add
  14259. * @returns the TransformNode.
  14260. */
  14261. addRotation(x: number, y: number, z: number): TransformNode;
  14262. /**
  14263. * @hidden
  14264. */
  14265. protected _getEffectiveParent(): Nullable<Node>;
  14266. /**
  14267. * Computes the world matrix of the node
  14268. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14269. * @returns the world matrix
  14270. */
  14271. computeWorldMatrix(force?: boolean): Matrix;
  14272. protected _afterComputeWorldMatrix(): void;
  14273. /**
  14274. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14275. * @param func callback function to add
  14276. *
  14277. * @returns the TransformNode.
  14278. */
  14279. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14280. /**
  14281. * Removes a registered callback function.
  14282. * @param func callback function to remove
  14283. * @returns the TransformNode.
  14284. */
  14285. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14286. /**
  14287. * Gets the position of the current mesh in camera space
  14288. * @param camera defines the camera to use
  14289. * @returns a position
  14290. */
  14291. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14292. /**
  14293. * Returns the distance from the mesh to the active camera
  14294. * @param camera defines the camera to use
  14295. * @returns the distance
  14296. */
  14297. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14298. /**
  14299. * Clone the current transform node
  14300. * @param name Name of the new clone
  14301. * @param newParent New parent for the clone
  14302. * @param doNotCloneChildren Do not clone children hierarchy
  14303. * @returns the new transform node
  14304. */
  14305. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14306. /**
  14307. * Serializes the objects information.
  14308. * @param currentSerializationObject defines the object to serialize in
  14309. * @returns the serialized object
  14310. */
  14311. serialize(currentSerializationObject?: any): any;
  14312. /**
  14313. * Returns a new TransformNode object parsed from the source provided.
  14314. * @param parsedTransformNode is the source.
  14315. * @param scene the scne the object belongs to
  14316. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14317. * @returns a new TransformNode object parsed from the source provided.
  14318. */
  14319. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14320. /**
  14321. * Get all child-transformNodes of this node
  14322. * @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
  14323. * @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
  14324. * @returns an array of TransformNode
  14325. */
  14326. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14327. /**
  14328. * Releases resources associated with this transform node.
  14329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14331. */
  14332. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14333. /**
  14334. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14335. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14336. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14337. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14338. * @returns the current mesh
  14339. */
  14340. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14341. }
  14342. }
  14343. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14344. import { Observable } from "babylonjs/Misc/observable";
  14345. import { Nullable } from "babylonjs/types";
  14346. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14347. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14349. import { Ray } from "babylonjs/Culling/ray";
  14350. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14351. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14352. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14353. /**
  14354. * Defines the types of pose enabled controllers that are supported
  14355. */
  14356. export enum PoseEnabledControllerType {
  14357. /**
  14358. * HTC Vive
  14359. */
  14360. VIVE = 0,
  14361. /**
  14362. * Oculus Rift
  14363. */
  14364. OCULUS = 1,
  14365. /**
  14366. * Windows mixed reality
  14367. */
  14368. WINDOWS = 2,
  14369. /**
  14370. * Samsung gear VR
  14371. */
  14372. GEAR_VR = 3,
  14373. /**
  14374. * Google Daydream
  14375. */
  14376. DAYDREAM = 4,
  14377. /**
  14378. * Generic
  14379. */
  14380. GENERIC = 5
  14381. }
  14382. /**
  14383. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14384. */
  14385. export interface MutableGamepadButton {
  14386. /**
  14387. * Value of the button/trigger
  14388. */
  14389. value: number;
  14390. /**
  14391. * If the button/trigger is currently touched
  14392. */
  14393. touched: boolean;
  14394. /**
  14395. * If the button/trigger is currently pressed
  14396. */
  14397. pressed: boolean;
  14398. }
  14399. /**
  14400. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14401. * @hidden
  14402. */
  14403. export interface ExtendedGamepadButton extends GamepadButton {
  14404. /**
  14405. * If the button/trigger is currently pressed
  14406. */
  14407. readonly pressed: boolean;
  14408. /**
  14409. * If the button/trigger is currently touched
  14410. */
  14411. readonly touched: boolean;
  14412. /**
  14413. * Value of the button/trigger
  14414. */
  14415. readonly value: number;
  14416. }
  14417. /** @hidden */
  14418. export interface _GamePadFactory {
  14419. /**
  14420. * Returns wether or not the current gamepad can be created for this type of controller.
  14421. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14422. * @returns true if it can be created, otherwise false
  14423. */
  14424. canCreate(gamepadInfo: any): boolean;
  14425. /**
  14426. * Creates a new instance of the Gamepad.
  14427. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14428. * @returns the new gamepad instance
  14429. */
  14430. create(gamepadInfo: any): Gamepad;
  14431. }
  14432. /**
  14433. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14434. */
  14435. export class PoseEnabledControllerHelper {
  14436. /** @hidden */
  14437. static _ControllerFactories: _GamePadFactory[];
  14438. /** @hidden */
  14439. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14440. /**
  14441. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14442. * @param vrGamepad the gamepad to initialized
  14443. * @returns a vr controller of the type the gamepad identified as
  14444. */
  14445. static InitiateController(vrGamepad: any): Gamepad;
  14446. }
  14447. /**
  14448. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14449. */
  14450. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14451. /**
  14452. * If the controller is used in a webXR session
  14453. */
  14454. isXR: boolean;
  14455. private _deviceRoomPosition;
  14456. private _deviceRoomRotationQuaternion;
  14457. /**
  14458. * The device position in babylon space
  14459. */
  14460. devicePosition: Vector3;
  14461. /**
  14462. * The device rotation in babylon space
  14463. */
  14464. deviceRotationQuaternion: Quaternion;
  14465. /**
  14466. * The scale factor of the device in babylon space
  14467. */
  14468. deviceScaleFactor: number;
  14469. /**
  14470. * (Likely devicePosition should be used instead) The device position in its room space
  14471. */
  14472. position: Vector3;
  14473. /**
  14474. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14475. */
  14476. rotationQuaternion: Quaternion;
  14477. /**
  14478. * The type of controller (Eg. Windows mixed reality)
  14479. */
  14480. controllerType: PoseEnabledControllerType;
  14481. protected _calculatedPosition: Vector3;
  14482. private _calculatedRotation;
  14483. /**
  14484. * The raw pose from the device
  14485. */
  14486. rawPose: DevicePose;
  14487. private _trackPosition;
  14488. private _maxRotationDistFromHeadset;
  14489. private _draggedRoomRotation;
  14490. /**
  14491. * @hidden
  14492. */
  14493. _disableTrackPosition(fixedPosition: Vector3): void;
  14494. /**
  14495. * Internal, the mesh attached to the controller
  14496. * @hidden
  14497. */
  14498. _mesh: Nullable<AbstractMesh>;
  14499. private _poseControlledCamera;
  14500. private _leftHandSystemQuaternion;
  14501. /**
  14502. * Internal, matrix used to convert room space to babylon space
  14503. * @hidden
  14504. */
  14505. _deviceToWorld: Matrix;
  14506. /**
  14507. * Node to be used when casting a ray from the controller
  14508. * @hidden
  14509. */
  14510. _pointingPoseNode: Nullable<TransformNode>;
  14511. /**
  14512. * Name of the child mesh that can be used to cast a ray from the controller
  14513. */
  14514. static readonly POINTING_POSE: string;
  14515. /**
  14516. * Creates a new PoseEnabledController from a gamepad
  14517. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14518. */
  14519. constructor(browserGamepad: any);
  14520. private _workingMatrix;
  14521. /**
  14522. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14523. */
  14524. update(): void;
  14525. /**
  14526. * Updates only the pose device and mesh without doing any button event checking
  14527. */
  14528. protected _updatePoseAndMesh(): void;
  14529. /**
  14530. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14531. * @param poseData raw pose fromthe device
  14532. */
  14533. updateFromDevice(poseData: DevicePose): void;
  14534. /**
  14535. * @hidden
  14536. */
  14537. _meshAttachedObservable: Observable<AbstractMesh>;
  14538. /**
  14539. * Attaches a mesh to the controller
  14540. * @param mesh the mesh to be attached
  14541. */
  14542. attachToMesh(mesh: AbstractMesh): void;
  14543. /**
  14544. * Attaches the controllers mesh to a camera
  14545. * @param camera the camera the mesh should be attached to
  14546. */
  14547. attachToPoseControlledCamera(camera: TargetCamera): void;
  14548. /**
  14549. * Disposes of the controller
  14550. */
  14551. dispose(): void;
  14552. /**
  14553. * The mesh that is attached to the controller
  14554. */
  14555. readonly mesh: Nullable<AbstractMesh>;
  14556. /**
  14557. * Gets the ray of the controller in the direction the controller is pointing
  14558. * @param length the length the resulting ray should be
  14559. * @returns a ray in the direction the controller is pointing
  14560. */
  14561. getForwardRay(length?: number): Ray;
  14562. }
  14563. }
  14564. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14565. import { Observable } from "babylonjs/Misc/observable";
  14566. import { Scene } from "babylonjs/scene";
  14567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14568. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14569. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14570. /**
  14571. * Defines the WebVRController object that represents controllers tracked in 3D space
  14572. */
  14573. export abstract class WebVRController extends PoseEnabledController {
  14574. /**
  14575. * Internal, the default controller model for the controller
  14576. */
  14577. protected _defaultModel: AbstractMesh;
  14578. /**
  14579. * Fired when the trigger state has changed
  14580. */
  14581. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14582. /**
  14583. * Fired when the main button state has changed
  14584. */
  14585. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14586. /**
  14587. * Fired when the secondary button state has changed
  14588. */
  14589. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14590. /**
  14591. * Fired when the pad state has changed
  14592. */
  14593. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14594. /**
  14595. * Fired when controllers stick values have changed
  14596. */
  14597. onPadValuesChangedObservable: Observable<StickValues>;
  14598. /**
  14599. * Array of button availible on the controller
  14600. */
  14601. protected _buttons: Array<MutableGamepadButton>;
  14602. private _onButtonStateChange;
  14603. /**
  14604. * Fired when a controller button's state has changed
  14605. * @param callback the callback containing the button that was modified
  14606. */
  14607. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14608. /**
  14609. * X and Y axis corresponding to the controllers joystick
  14610. */
  14611. pad: StickValues;
  14612. /**
  14613. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14614. */
  14615. hand: string;
  14616. /**
  14617. * The default controller model for the controller
  14618. */
  14619. readonly defaultModel: AbstractMesh;
  14620. /**
  14621. * Creates a new WebVRController from a gamepad
  14622. * @param vrGamepad the gamepad that the WebVRController should be created from
  14623. */
  14624. constructor(vrGamepad: any);
  14625. /**
  14626. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14627. */
  14628. update(): void;
  14629. /**
  14630. * Function to be called when a button is modified
  14631. */
  14632. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14633. /**
  14634. * Loads a mesh and attaches it to the controller
  14635. * @param scene the scene the mesh should be added to
  14636. * @param meshLoaded callback for when the mesh has been loaded
  14637. */
  14638. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14639. private _setButtonValue;
  14640. private _changes;
  14641. private _checkChanges;
  14642. /**
  14643. * Disposes of th webVRCOntroller
  14644. */
  14645. dispose(): void;
  14646. }
  14647. }
  14648. declare module "babylonjs/Lights/hemisphericLight" {
  14649. import { Nullable } from "babylonjs/types";
  14650. import { Scene } from "babylonjs/scene";
  14651. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14652. import { Color3 } from "babylonjs/Maths/math.color";
  14653. import { Effect } from "babylonjs/Materials/effect";
  14654. import { Light } from "babylonjs/Lights/light";
  14655. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14656. /**
  14657. * The HemisphericLight simulates the ambient environment light,
  14658. * so the passed direction is the light reflection direction, not the incoming direction.
  14659. */
  14660. export class HemisphericLight extends Light {
  14661. /**
  14662. * The groundColor is the light in the opposite direction to the one specified during creation.
  14663. * 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.
  14664. */
  14665. groundColor: Color3;
  14666. /**
  14667. * The light reflection direction, not the incoming direction.
  14668. */
  14669. direction: Vector3;
  14670. /**
  14671. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14672. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14673. * The HemisphericLight can't cast shadows.
  14674. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14675. * @param name The friendly name of the light
  14676. * @param direction The direction of the light reflection
  14677. * @param scene The scene the light belongs to
  14678. */
  14679. constructor(name: string, direction: Vector3, scene: Scene);
  14680. protected _buildUniformLayout(): void;
  14681. /**
  14682. * Returns the string "HemisphericLight".
  14683. * @return The class name
  14684. */
  14685. getClassName(): string;
  14686. /**
  14687. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14688. * Returns the updated direction.
  14689. * @param target The target the direction should point to
  14690. * @return The computed direction
  14691. */
  14692. setDirectionToTarget(target: Vector3): Vector3;
  14693. /**
  14694. * Returns the shadow generator associated to the light.
  14695. * @returns Always null for hemispheric lights because it does not support shadows.
  14696. */
  14697. getShadowGenerator(): Nullable<IShadowGenerator>;
  14698. /**
  14699. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14700. * @param effect The effect to update
  14701. * @param lightIndex The index of the light in the effect to update
  14702. * @returns The hemispheric light
  14703. */
  14704. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14705. /**
  14706. * Computes the world matrix of the node
  14707. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14708. * @param useWasUpdatedFlag defines a reserved property
  14709. * @returns the world matrix
  14710. */
  14711. computeWorldMatrix(): Matrix;
  14712. /**
  14713. * Returns the integer 3.
  14714. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14715. */
  14716. getTypeID(): number;
  14717. /**
  14718. * Prepares the list of defines specific to the light type.
  14719. * @param defines the list of defines
  14720. * @param lightIndex defines the index of the light for the effect
  14721. */
  14722. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14723. }
  14724. }
  14725. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14726. /** @hidden */
  14727. export var vrMultiviewToSingleviewPixelShader: {
  14728. name: string;
  14729. shader: string;
  14730. };
  14731. }
  14732. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14733. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14734. import { Scene } from "babylonjs/scene";
  14735. /**
  14736. * Renders to multiple views with a single draw call
  14737. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14738. */
  14739. export class MultiviewRenderTarget extends RenderTargetTexture {
  14740. /**
  14741. * Creates a multiview render target
  14742. * @param scene scene used with the render target
  14743. * @param size the size of the render target (used for each view)
  14744. */
  14745. constructor(scene: Scene, size?: number | {
  14746. width: number;
  14747. height: number;
  14748. } | {
  14749. ratio: number;
  14750. });
  14751. /**
  14752. * @hidden
  14753. * @param faceIndex the face index, if its a cube texture
  14754. */
  14755. _bindFrameBuffer(faceIndex?: number): void;
  14756. /**
  14757. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14758. * @returns the view count
  14759. */
  14760. getViewCount(): number;
  14761. }
  14762. }
  14763. declare module "babylonjs/Maths/math.frustum" {
  14764. import { Matrix } from "babylonjs/Maths/math.vector";
  14765. import { DeepImmutable } from "babylonjs/types";
  14766. import { Plane } from "babylonjs/Maths/math.plane";
  14767. /**
  14768. * Reprasents a camera frustum
  14769. */
  14770. export class Frustum {
  14771. /**
  14772. * Gets the planes representing the frustum
  14773. * @param transform matrix to be applied to the returned planes
  14774. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14775. */
  14776. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14777. /**
  14778. * Gets the near frustum plane transformed by the transform matrix
  14779. * @param transform transformation matrix to be applied to the resulting frustum plane
  14780. * @param frustumPlane the resuling frustum plane
  14781. */
  14782. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14783. /**
  14784. * Gets the far frustum plane transformed by the transform matrix
  14785. * @param transform transformation matrix to be applied to the resulting frustum plane
  14786. * @param frustumPlane the resuling frustum plane
  14787. */
  14788. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14789. /**
  14790. * Gets the left frustum plane transformed by the transform matrix
  14791. * @param transform transformation matrix to be applied to the resulting frustum plane
  14792. * @param frustumPlane the resuling frustum plane
  14793. */
  14794. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14795. /**
  14796. * Gets the right frustum plane transformed by the transform matrix
  14797. * @param transform transformation matrix to be applied to the resulting frustum plane
  14798. * @param frustumPlane the resuling frustum plane
  14799. */
  14800. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14801. /**
  14802. * Gets the top frustum plane transformed by the transform matrix
  14803. * @param transform transformation matrix to be applied to the resulting frustum plane
  14804. * @param frustumPlane the resuling frustum plane
  14805. */
  14806. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14807. /**
  14808. * Gets the bottom frustum plane transformed by the transform matrix
  14809. * @param transform transformation matrix to be applied to the resulting frustum plane
  14810. * @param frustumPlane the resuling frustum plane
  14811. */
  14812. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14813. /**
  14814. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14815. * @param transform transformation matrix to be applied to the resulting frustum planes
  14816. * @param frustumPlanes the resuling frustum planes
  14817. */
  14818. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14819. }
  14820. }
  14821. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14822. import { Camera } from "babylonjs/Cameras/camera";
  14823. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14824. import { Nullable } from "babylonjs/types";
  14825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14826. import { Matrix } from "babylonjs/Maths/math.vector";
  14827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14828. module "babylonjs/Engines/engine" {
  14829. interface Engine {
  14830. /**
  14831. * Creates a new multiview render target
  14832. * @param width defines the width of the texture
  14833. * @param height defines the height of the texture
  14834. * @returns the created multiview texture
  14835. */
  14836. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14837. /**
  14838. * Binds a multiview framebuffer to be drawn to
  14839. * @param multiviewTexture texture to bind
  14840. */
  14841. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14842. }
  14843. }
  14844. module "babylonjs/Cameras/camera" {
  14845. interface Camera {
  14846. /**
  14847. * @hidden
  14848. * 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)
  14849. */
  14850. _useMultiviewToSingleView: boolean;
  14851. /**
  14852. * @hidden
  14853. * 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)
  14854. */
  14855. _multiviewTexture: Nullable<RenderTargetTexture>;
  14856. /**
  14857. * @hidden
  14858. * ensures the multiview texture of the camera exists and has the specified width/height
  14859. * @param width height to set on the multiview texture
  14860. * @param height width to set on the multiview texture
  14861. */
  14862. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14863. }
  14864. }
  14865. module "babylonjs/scene" {
  14866. interface Scene {
  14867. /** @hidden */
  14868. _transformMatrixR: Matrix;
  14869. /** @hidden */
  14870. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14871. /** @hidden */
  14872. _createMultiviewUbo(): void;
  14873. /** @hidden */
  14874. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14875. /** @hidden */
  14876. _renderMultiviewToSingleView(camera: Camera): void;
  14877. }
  14878. }
  14879. }
  14880. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14881. import { Camera } from "babylonjs/Cameras/camera";
  14882. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14883. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14884. import "babylonjs/Engines/Extensions/engine.multiview";
  14885. /**
  14886. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14887. * This will not be used for webXR as it supports displaying texture arrays directly
  14888. */
  14889. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14890. /**
  14891. * Initializes a VRMultiviewToSingleview
  14892. * @param name name of the post process
  14893. * @param camera camera to be applied to
  14894. * @param scaleFactor scaling factor to the size of the output texture
  14895. */
  14896. constructor(name: string, camera: Camera, scaleFactor: number);
  14897. }
  14898. }
  14899. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14900. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14901. import { Nullable } from "babylonjs/types";
  14902. import { Size } from "babylonjs/Maths/math.size";
  14903. import { Observable } from "babylonjs/Misc/observable";
  14904. module "babylonjs/Engines/engine" {
  14905. interface Engine {
  14906. /** @hidden */
  14907. _vrDisplay: any;
  14908. /** @hidden */
  14909. _vrSupported: boolean;
  14910. /** @hidden */
  14911. _oldSize: Size;
  14912. /** @hidden */
  14913. _oldHardwareScaleFactor: number;
  14914. /** @hidden */
  14915. _vrExclusivePointerMode: boolean;
  14916. /** @hidden */
  14917. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14918. /** @hidden */
  14919. _onVRDisplayPointerRestricted: () => void;
  14920. /** @hidden */
  14921. _onVRDisplayPointerUnrestricted: () => void;
  14922. /** @hidden */
  14923. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14924. /** @hidden */
  14925. _onVrDisplayDisconnect: Nullable<() => void>;
  14926. /** @hidden */
  14927. _onVrDisplayPresentChange: Nullable<() => void>;
  14928. /**
  14929. * Observable signaled when VR display mode changes
  14930. */
  14931. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14932. /**
  14933. * Observable signaled when VR request present is complete
  14934. */
  14935. onVRRequestPresentComplete: Observable<boolean>;
  14936. /**
  14937. * Observable signaled when VR request present starts
  14938. */
  14939. onVRRequestPresentStart: Observable<Engine>;
  14940. /**
  14941. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14942. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14943. */
  14944. isInVRExclusivePointerMode: boolean;
  14945. /**
  14946. * Gets a boolean indicating if a webVR device was detected
  14947. * @returns true if a webVR device was detected
  14948. */
  14949. isVRDevicePresent(): boolean;
  14950. /**
  14951. * Gets the current webVR device
  14952. * @returns the current webVR device (or null)
  14953. */
  14954. getVRDevice(): any;
  14955. /**
  14956. * Initializes a webVR display and starts listening to display change events
  14957. * The onVRDisplayChangedObservable will be notified upon these changes
  14958. * @returns A promise containing a VRDisplay and if vr is supported
  14959. */
  14960. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14961. /** @hidden */
  14962. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14963. /**
  14964. * Call this function to switch to webVR mode
  14965. * Will do nothing if webVR is not supported or if there is no webVR device
  14966. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14967. */
  14968. enableVR(): void;
  14969. /** @hidden */
  14970. _onVRFullScreenTriggered(): void;
  14971. }
  14972. }
  14973. }
  14974. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14975. import { Nullable } from "babylonjs/types";
  14976. import { Observable } from "babylonjs/Misc/observable";
  14977. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14978. import { Scene } from "babylonjs/scene";
  14979. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14980. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  14981. import { Node } from "babylonjs/node";
  14982. import { Ray } from "babylonjs/Culling/ray";
  14983. import "babylonjs/Cameras/RigModes/webVRRigMode";
  14984. import "babylonjs/Engines/Extensions/engine.webVR";
  14985. /**
  14986. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  14987. * IMPORTANT!! The data is right-hand data.
  14988. * @export
  14989. * @interface DevicePose
  14990. */
  14991. export interface DevicePose {
  14992. /**
  14993. * The position of the device, values in array are [x,y,z].
  14994. */
  14995. readonly position: Nullable<Float32Array>;
  14996. /**
  14997. * The linearVelocity of the device, values in array are [x,y,z].
  14998. */
  14999. readonly linearVelocity: Nullable<Float32Array>;
  15000. /**
  15001. * The linearAcceleration of the device, values in array are [x,y,z].
  15002. */
  15003. readonly linearAcceleration: Nullable<Float32Array>;
  15004. /**
  15005. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15006. */
  15007. readonly orientation: Nullable<Float32Array>;
  15008. /**
  15009. * The angularVelocity of the device, values in array are [x,y,z].
  15010. */
  15011. readonly angularVelocity: Nullable<Float32Array>;
  15012. /**
  15013. * The angularAcceleration of the device, values in array are [x,y,z].
  15014. */
  15015. readonly angularAcceleration: Nullable<Float32Array>;
  15016. }
  15017. /**
  15018. * Interface representing a pose controlled object in Babylon.
  15019. * A pose controlled object has both regular pose values as well as pose values
  15020. * from an external device such as a VR head mounted display
  15021. */
  15022. export interface PoseControlled {
  15023. /**
  15024. * The position of the object in babylon space.
  15025. */
  15026. position: Vector3;
  15027. /**
  15028. * The rotation quaternion of the object in babylon space.
  15029. */
  15030. rotationQuaternion: Quaternion;
  15031. /**
  15032. * The position of the device in babylon space.
  15033. */
  15034. devicePosition?: Vector3;
  15035. /**
  15036. * The rotation quaternion of the device in babylon space.
  15037. */
  15038. deviceRotationQuaternion: Quaternion;
  15039. /**
  15040. * The raw pose coming from the device.
  15041. */
  15042. rawPose: Nullable<DevicePose>;
  15043. /**
  15044. * The scale of the device to be used when translating from device space to babylon space.
  15045. */
  15046. deviceScaleFactor: number;
  15047. /**
  15048. * Updates the poseControlled values based on the input device pose.
  15049. * @param poseData the pose data to update the object with
  15050. */
  15051. updateFromDevice(poseData: DevicePose): void;
  15052. }
  15053. /**
  15054. * Set of options to customize the webVRCamera
  15055. */
  15056. export interface WebVROptions {
  15057. /**
  15058. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15059. */
  15060. trackPosition?: boolean;
  15061. /**
  15062. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15063. */
  15064. positionScale?: number;
  15065. /**
  15066. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15067. */
  15068. displayName?: string;
  15069. /**
  15070. * Should the native controller meshes be initialized. (default: true)
  15071. */
  15072. controllerMeshes?: boolean;
  15073. /**
  15074. * Creating a default HemiLight only on controllers. (default: true)
  15075. */
  15076. defaultLightingOnControllers?: boolean;
  15077. /**
  15078. * If you don't want to use the default VR button of the helper. (default: false)
  15079. */
  15080. useCustomVRButton?: boolean;
  15081. /**
  15082. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15083. */
  15084. customVRButton?: HTMLButtonElement;
  15085. /**
  15086. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15087. */
  15088. rayLength?: number;
  15089. /**
  15090. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15091. */
  15092. defaultHeight?: number;
  15093. /**
  15094. * If multiview should be used if availible (default: false)
  15095. */
  15096. useMultiview?: boolean;
  15097. }
  15098. /**
  15099. * This represents a WebVR camera.
  15100. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15101. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15102. */
  15103. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15104. private webVROptions;
  15105. /**
  15106. * @hidden
  15107. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15108. */
  15109. _vrDevice: any;
  15110. /**
  15111. * The rawPose of the vrDevice.
  15112. */
  15113. rawPose: Nullable<DevicePose>;
  15114. private _onVREnabled;
  15115. private _specsVersion;
  15116. private _attached;
  15117. private _frameData;
  15118. protected _descendants: Array<Node>;
  15119. private _deviceRoomPosition;
  15120. /** @hidden */
  15121. _deviceRoomRotationQuaternion: Quaternion;
  15122. private _standingMatrix;
  15123. /**
  15124. * Represents device position in babylon space.
  15125. */
  15126. devicePosition: Vector3;
  15127. /**
  15128. * Represents device rotation in babylon space.
  15129. */
  15130. deviceRotationQuaternion: Quaternion;
  15131. /**
  15132. * The scale of the device to be used when translating from device space to babylon space.
  15133. */
  15134. deviceScaleFactor: number;
  15135. private _deviceToWorld;
  15136. private _worldToDevice;
  15137. /**
  15138. * References to the webVR controllers for the vrDevice.
  15139. */
  15140. controllers: Array<WebVRController>;
  15141. /**
  15142. * Emits an event when a controller is attached.
  15143. */
  15144. onControllersAttachedObservable: Observable<WebVRController[]>;
  15145. /**
  15146. * Emits an event when a controller's mesh has been loaded;
  15147. */
  15148. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15149. /**
  15150. * Emits an event when the HMD's pose has been updated.
  15151. */
  15152. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15153. private _poseSet;
  15154. /**
  15155. * If the rig cameras be used as parent instead of this camera.
  15156. */
  15157. rigParenting: boolean;
  15158. private _lightOnControllers;
  15159. private _defaultHeight?;
  15160. /**
  15161. * Instantiates a WebVRFreeCamera.
  15162. * @param name The name of the WebVRFreeCamera
  15163. * @param position The starting anchor position for the camera
  15164. * @param scene The scene the camera belongs to
  15165. * @param webVROptions a set of customizable options for the webVRCamera
  15166. */
  15167. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15168. /**
  15169. * Gets the device distance from the ground in meters.
  15170. * @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.
  15171. */
  15172. deviceDistanceToRoomGround(): number;
  15173. /**
  15174. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15175. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15176. */
  15177. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15178. /**
  15179. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15180. * @returns A promise with a boolean set to if the standing matrix is supported.
  15181. */
  15182. useStandingMatrixAsync(): Promise<boolean>;
  15183. /**
  15184. * Disposes the camera
  15185. */
  15186. dispose(): void;
  15187. /**
  15188. * Gets a vrController by name.
  15189. * @param name The name of the controller to retreive
  15190. * @returns the controller matching the name specified or null if not found
  15191. */
  15192. getControllerByName(name: string): Nullable<WebVRController>;
  15193. private _leftController;
  15194. /**
  15195. * The controller corresponding to the users left hand.
  15196. */
  15197. readonly leftController: Nullable<WebVRController>;
  15198. private _rightController;
  15199. /**
  15200. * The controller corresponding to the users right hand.
  15201. */
  15202. readonly rightController: Nullable<WebVRController>;
  15203. /**
  15204. * Casts a ray forward from the vrCamera's gaze.
  15205. * @param length Length of the ray (default: 100)
  15206. * @returns the ray corresponding to the gaze
  15207. */
  15208. getForwardRay(length?: number): Ray;
  15209. /**
  15210. * @hidden
  15211. * Updates the camera based on device's frame data
  15212. */
  15213. _checkInputs(): void;
  15214. /**
  15215. * Updates the poseControlled values based on the input device pose.
  15216. * @param poseData Pose coming from the device
  15217. */
  15218. updateFromDevice(poseData: DevicePose): void;
  15219. private _htmlElementAttached;
  15220. private _detachIfAttached;
  15221. /**
  15222. * WebVR's attach control will start broadcasting frames to the device.
  15223. * Note that in certain browsers (chrome for example) this function must be called
  15224. * within a user-interaction callback. Example:
  15225. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15226. *
  15227. * @param element html element to attach the vrDevice to
  15228. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15229. */
  15230. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15231. /**
  15232. * Detaches the camera from the html element and disables VR
  15233. *
  15234. * @param element html element to detach from
  15235. */
  15236. detachControl(element: HTMLElement): void;
  15237. /**
  15238. * @returns the name of this class
  15239. */
  15240. getClassName(): string;
  15241. /**
  15242. * Calls resetPose on the vrDisplay
  15243. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15244. */
  15245. resetToCurrentRotation(): void;
  15246. /**
  15247. * @hidden
  15248. * Updates the rig cameras (left and right eye)
  15249. */
  15250. _updateRigCameras(): void;
  15251. private _workingVector;
  15252. private _oneVector;
  15253. private _workingMatrix;
  15254. private updateCacheCalled;
  15255. private _correctPositionIfNotTrackPosition;
  15256. /**
  15257. * @hidden
  15258. * Updates the cached values of the camera
  15259. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15260. */
  15261. _updateCache(ignoreParentClass?: boolean): void;
  15262. /**
  15263. * @hidden
  15264. * Get current device position in babylon world
  15265. */
  15266. _computeDevicePosition(): void;
  15267. /**
  15268. * Updates the current device position and rotation in the babylon world
  15269. */
  15270. update(): void;
  15271. /**
  15272. * @hidden
  15273. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15274. * @returns an identity matrix
  15275. */
  15276. _getViewMatrix(): Matrix;
  15277. private _tmpMatrix;
  15278. /**
  15279. * This function is called by the two RIG cameras.
  15280. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15281. * @hidden
  15282. */
  15283. _getWebVRViewMatrix(): Matrix;
  15284. /** @hidden */
  15285. _getWebVRProjectionMatrix(): Matrix;
  15286. private _onGamepadConnectedObserver;
  15287. private _onGamepadDisconnectedObserver;
  15288. private _updateCacheWhenTrackingDisabledObserver;
  15289. /**
  15290. * Initializes the controllers and their meshes
  15291. */
  15292. initControllers(): void;
  15293. }
  15294. }
  15295. declare module "babylonjs/PostProcesses/postProcess" {
  15296. import { Nullable } from "babylonjs/types";
  15297. import { SmartArray } from "babylonjs/Misc/smartArray";
  15298. import { Observable } from "babylonjs/Misc/observable";
  15299. import { Vector2 } from "babylonjs/Maths/math.vector";
  15300. import { Camera } from "babylonjs/Cameras/camera";
  15301. import { Effect } from "babylonjs/Materials/effect";
  15302. import "babylonjs/Shaders/postprocess.vertex";
  15303. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15304. import { Engine } from "babylonjs/Engines/engine";
  15305. import { Color4 } from "babylonjs/Maths/math.color";
  15306. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15307. /**
  15308. * Size options for a post process
  15309. */
  15310. export type PostProcessOptions = {
  15311. width: number;
  15312. height: number;
  15313. };
  15314. /**
  15315. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15316. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15317. */
  15318. export class PostProcess {
  15319. /** Name of the PostProcess. */
  15320. name: string;
  15321. /**
  15322. * Gets or sets the unique id of the post process
  15323. */
  15324. uniqueId: number;
  15325. /**
  15326. * Width of the texture to apply the post process on
  15327. */
  15328. width: number;
  15329. /**
  15330. * Height of the texture to apply the post process on
  15331. */
  15332. height: number;
  15333. /**
  15334. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15335. * @hidden
  15336. */
  15337. _outputTexture: Nullable<InternalTexture>;
  15338. /**
  15339. * Sampling mode used by the shader
  15340. * See https://doc.babylonjs.com/classes/3.1/texture
  15341. */
  15342. renderTargetSamplingMode: number;
  15343. /**
  15344. * Clear color to use when screen clearing
  15345. */
  15346. clearColor: Color4;
  15347. /**
  15348. * If the buffer needs to be cleared before applying the post process. (default: true)
  15349. * Should be set to false if shader will overwrite all previous pixels.
  15350. */
  15351. autoClear: boolean;
  15352. /**
  15353. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15354. */
  15355. alphaMode: number;
  15356. /**
  15357. * Sets the setAlphaBlendConstants of the babylon engine
  15358. */
  15359. alphaConstants: Color4;
  15360. /**
  15361. * Animations to be used for the post processing
  15362. */
  15363. animations: import("babylonjs/Animations/animation").Animation[];
  15364. /**
  15365. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15366. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15367. */
  15368. enablePixelPerfectMode: boolean;
  15369. /**
  15370. * Force the postprocess to be applied without taking in account viewport
  15371. */
  15372. forceFullscreenViewport: boolean;
  15373. /**
  15374. * List of inspectable custom properties (used by the Inspector)
  15375. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15376. */
  15377. inspectableCustomProperties: IInspectable[];
  15378. /**
  15379. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15380. *
  15381. * | Value | Type | Description |
  15382. * | ----- | ----------------------------------- | ----------- |
  15383. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15384. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15385. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15386. *
  15387. */
  15388. scaleMode: number;
  15389. /**
  15390. * Force textures to be a power of two (default: false)
  15391. */
  15392. alwaysForcePOT: boolean;
  15393. private _samples;
  15394. /**
  15395. * Number of sample textures (default: 1)
  15396. */
  15397. samples: number;
  15398. /**
  15399. * Modify the scale of the post process to be the same as the viewport (default: false)
  15400. */
  15401. adaptScaleToCurrentViewport: boolean;
  15402. private _camera;
  15403. private _scene;
  15404. private _engine;
  15405. private _options;
  15406. private _reusable;
  15407. private _textureType;
  15408. /**
  15409. * Smart array of input and output textures for the post process.
  15410. * @hidden
  15411. */
  15412. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15413. /**
  15414. * The index in _textures that corresponds to the output texture.
  15415. * @hidden
  15416. */
  15417. _currentRenderTextureInd: number;
  15418. private _effect;
  15419. private _samplers;
  15420. private _fragmentUrl;
  15421. private _vertexUrl;
  15422. private _parameters;
  15423. private _scaleRatio;
  15424. protected _indexParameters: any;
  15425. private _shareOutputWithPostProcess;
  15426. private _texelSize;
  15427. private _forcedOutputTexture;
  15428. /**
  15429. * Returns the fragment url or shader name used in the post process.
  15430. * @returns the fragment url or name in the shader store.
  15431. */
  15432. getEffectName(): string;
  15433. /**
  15434. * An event triggered when the postprocess is activated.
  15435. */
  15436. onActivateObservable: Observable<Camera>;
  15437. private _onActivateObserver;
  15438. /**
  15439. * A function that is added to the onActivateObservable
  15440. */
  15441. onActivate: Nullable<(camera: Camera) => void>;
  15442. /**
  15443. * An event triggered when the postprocess changes its size.
  15444. */
  15445. onSizeChangedObservable: Observable<PostProcess>;
  15446. private _onSizeChangedObserver;
  15447. /**
  15448. * A function that is added to the onSizeChangedObservable
  15449. */
  15450. onSizeChanged: (postProcess: PostProcess) => void;
  15451. /**
  15452. * An event triggered when the postprocess applies its effect.
  15453. */
  15454. onApplyObservable: Observable<Effect>;
  15455. private _onApplyObserver;
  15456. /**
  15457. * A function that is added to the onApplyObservable
  15458. */
  15459. onApply: (effect: Effect) => void;
  15460. /**
  15461. * An event triggered before rendering the postprocess
  15462. */
  15463. onBeforeRenderObservable: Observable<Effect>;
  15464. private _onBeforeRenderObserver;
  15465. /**
  15466. * A function that is added to the onBeforeRenderObservable
  15467. */
  15468. onBeforeRender: (effect: Effect) => void;
  15469. /**
  15470. * An event triggered after rendering the postprocess
  15471. */
  15472. onAfterRenderObservable: Observable<Effect>;
  15473. private _onAfterRenderObserver;
  15474. /**
  15475. * A function that is added to the onAfterRenderObservable
  15476. */
  15477. onAfterRender: (efect: Effect) => void;
  15478. /**
  15479. * 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
  15480. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15481. */
  15482. inputTexture: InternalTexture;
  15483. /**
  15484. * Gets the camera which post process is applied to.
  15485. * @returns The camera the post process is applied to.
  15486. */
  15487. getCamera(): Camera;
  15488. /**
  15489. * Gets the texel size of the postprocess.
  15490. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15491. */
  15492. readonly texelSize: Vector2;
  15493. /**
  15494. * Creates a new instance PostProcess
  15495. * @param name The name of the PostProcess.
  15496. * @param fragmentUrl The url of the fragment shader to be used.
  15497. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15498. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15499. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15500. * @param camera The camera to apply the render pass to.
  15501. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15502. * @param engine The engine which the post process will be applied. (default: current engine)
  15503. * @param reusable If the post process can be reused on the same frame. (default: false)
  15504. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15505. * @param textureType Type of textures used when performing the post process. (default: 0)
  15506. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15507. * @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
  15508. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15509. */
  15510. constructor(
  15511. /** Name of the PostProcess. */
  15512. 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);
  15513. /**
  15514. * Gets a string idenfifying the name of the class
  15515. * @returns "PostProcess" string
  15516. */
  15517. getClassName(): string;
  15518. /**
  15519. * Gets the engine which this post process belongs to.
  15520. * @returns The engine the post process was enabled with.
  15521. */
  15522. getEngine(): Engine;
  15523. /**
  15524. * The effect that is created when initializing the post process.
  15525. * @returns The created effect corresponding the the postprocess.
  15526. */
  15527. getEffect(): Effect;
  15528. /**
  15529. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15530. * @param postProcess The post process to share the output with.
  15531. * @returns This post process.
  15532. */
  15533. shareOutputWith(postProcess: PostProcess): PostProcess;
  15534. /**
  15535. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15536. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15537. */
  15538. useOwnOutput(): void;
  15539. /**
  15540. * Updates the effect with the current post process compile time values and recompiles the shader.
  15541. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15542. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15543. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15544. * @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
  15545. * @param onCompiled Called when the shader has been compiled.
  15546. * @param onError Called if there is an error when compiling a shader.
  15547. */
  15548. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15549. /**
  15550. * The post process is reusable if it can be used multiple times within one frame.
  15551. * @returns If the post process is reusable
  15552. */
  15553. isReusable(): boolean;
  15554. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15555. markTextureDirty(): void;
  15556. /**
  15557. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15558. * 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.
  15559. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15560. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15561. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15562. * @returns The target texture that was bound to be written to.
  15563. */
  15564. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15565. /**
  15566. * If the post process is supported.
  15567. */
  15568. readonly isSupported: boolean;
  15569. /**
  15570. * The aspect ratio of the output texture.
  15571. */
  15572. readonly aspectRatio: number;
  15573. /**
  15574. * Get a value indicating if the post-process is ready to be used
  15575. * @returns true if the post-process is ready (shader is compiled)
  15576. */
  15577. isReady(): boolean;
  15578. /**
  15579. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15580. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15581. */
  15582. apply(): Nullable<Effect>;
  15583. private _disposeTextures;
  15584. /**
  15585. * Disposes the post process.
  15586. * @param camera The camera to dispose the post process on.
  15587. */
  15588. dispose(camera?: Camera): void;
  15589. }
  15590. }
  15591. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15592. /** @hidden */
  15593. export var kernelBlurVaryingDeclaration: {
  15594. name: string;
  15595. shader: string;
  15596. };
  15597. }
  15598. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15599. /** @hidden */
  15600. export var kernelBlurFragment: {
  15601. name: string;
  15602. shader: string;
  15603. };
  15604. }
  15605. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15606. /** @hidden */
  15607. export var kernelBlurFragment2: {
  15608. name: string;
  15609. shader: string;
  15610. };
  15611. }
  15612. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15613. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15614. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15615. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15616. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15617. /** @hidden */
  15618. export var kernelBlurPixelShader: {
  15619. name: string;
  15620. shader: string;
  15621. };
  15622. }
  15623. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15624. /** @hidden */
  15625. export var kernelBlurVertex: {
  15626. name: string;
  15627. shader: string;
  15628. };
  15629. }
  15630. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15631. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15633. /** @hidden */
  15634. export var kernelBlurVertexShader: {
  15635. name: string;
  15636. shader: string;
  15637. };
  15638. }
  15639. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15640. import { Vector2 } from "babylonjs/Maths/math.vector";
  15641. import { Nullable } from "babylonjs/types";
  15642. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15643. import { Camera } from "babylonjs/Cameras/camera";
  15644. import { Effect } from "babylonjs/Materials/effect";
  15645. import { Engine } from "babylonjs/Engines/engine";
  15646. import "babylonjs/Shaders/kernelBlur.fragment";
  15647. import "babylonjs/Shaders/kernelBlur.vertex";
  15648. /**
  15649. * The Blur Post Process which blurs an image based on a kernel and direction.
  15650. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15651. */
  15652. export class BlurPostProcess extends PostProcess {
  15653. /** The direction in which to blur the image. */
  15654. direction: Vector2;
  15655. private blockCompilation;
  15656. protected _kernel: number;
  15657. protected _idealKernel: number;
  15658. protected _packedFloat: boolean;
  15659. private _staticDefines;
  15660. /**
  15661. * Sets the length in pixels of the blur sample region
  15662. */
  15663. /**
  15664. * Gets the length in pixels of the blur sample region
  15665. */
  15666. kernel: number;
  15667. /**
  15668. * Sets wether or not the blur needs to unpack/repack floats
  15669. */
  15670. /**
  15671. * Gets wether or not the blur is unpacking/repacking floats
  15672. */
  15673. packedFloat: boolean;
  15674. /**
  15675. * Creates a new instance BlurPostProcess
  15676. * @param name The name of the effect.
  15677. * @param direction The direction in which to blur the image.
  15678. * @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.
  15679. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15680. * @param camera The camera to apply the render pass to.
  15681. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15682. * @param engine The engine which the post process will be applied. (default: current engine)
  15683. * @param reusable If the post process can be reused on the same frame. (default: false)
  15684. * @param textureType Type of textures used when performing the post process. (default: 0)
  15685. * @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)
  15686. */
  15687. constructor(name: string,
  15688. /** The direction in which to blur the image. */
  15689. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15690. /**
  15691. * Updates the effect with the current post process compile time values and recompiles the shader.
  15692. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15693. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15694. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15695. * @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
  15696. * @param onCompiled Called when the shader has been compiled.
  15697. * @param onError Called if there is an error when compiling a shader.
  15698. */
  15699. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15700. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15701. /**
  15702. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15703. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15704. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15705. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15706. * The gaps between physical kernels are compensated for in the weighting of the samples
  15707. * @param idealKernel Ideal blur kernel.
  15708. * @return Nearest best kernel.
  15709. */
  15710. protected _nearestBestKernel(idealKernel: number): number;
  15711. /**
  15712. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15713. * @param x The point on the Gaussian distribution to sample.
  15714. * @return the value of the Gaussian function at x.
  15715. */
  15716. protected _gaussianWeight(x: number): number;
  15717. /**
  15718. * Generates a string that can be used as a floating point number in GLSL.
  15719. * @param x Value to print.
  15720. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15721. * @return GLSL float string.
  15722. */
  15723. protected _glslFloat(x: number, decimalFigures?: number): string;
  15724. }
  15725. }
  15726. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15727. import { Scene } from "babylonjs/scene";
  15728. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15729. import { Plane } from "babylonjs/Maths/math.plane";
  15730. /**
  15731. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15732. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15733. * You can then easily use it as a reflectionTexture on a flat surface.
  15734. * In case the surface is not a plane, please consider relying on reflection probes.
  15735. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15736. */
  15737. export class MirrorTexture extends RenderTargetTexture {
  15738. private scene;
  15739. /**
  15740. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15741. * 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.
  15742. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15743. */
  15744. mirrorPlane: Plane;
  15745. /**
  15746. * Define the blur ratio used to blur the reflection if needed.
  15747. */
  15748. blurRatio: number;
  15749. /**
  15750. * Define the adaptive blur kernel used to blur the reflection if needed.
  15751. * This will autocompute the closest best match for the `blurKernel`
  15752. */
  15753. adaptiveBlurKernel: number;
  15754. /**
  15755. * Define the blur kernel used to blur the reflection if needed.
  15756. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15757. */
  15758. blurKernel: number;
  15759. /**
  15760. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15761. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15762. */
  15763. blurKernelX: number;
  15764. /**
  15765. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15766. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15767. */
  15768. blurKernelY: number;
  15769. private _autoComputeBlurKernel;
  15770. protected _onRatioRescale(): void;
  15771. private _updateGammaSpace;
  15772. private _imageProcessingConfigChangeObserver;
  15773. private _transformMatrix;
  15774. private _mirrorMatrix;
  15775. private _savedViewMatrix;
  15776. private _blurX;
  15777. private _blurY;
  15778. private _adaptiveBlurKernel;
  15779. private _blurKernelX;
  15780. private _blurKernelY;
  15781. private _blurRatio;
  15782. /**
  15783. * Instantiates a Mirror Texture.
  15784. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15785. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15786. * You can then easily use it as a reflectionTexture on a flat surface.
  15787. * In case the surface is not a plane, please consider relying on reflection probes.
  15788. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15789. * @param name
  15790. * @param size
  15791. * @param scene
  15792. * @param generateMipMaps
  15793. * @param type
  15794. * @param samplingMode
  15795. * @param generateDepthBuffer
  15796. */
  15797. constructor(name: string, size: number | {
  15798. width: number;
  15799. height: number;
  15800. } | {
  15801. ratio: number;
  15802. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15803. private _preparePostProcesses;
  15804. /**
  15805. * Clone the mirror texture.
  15806. * @returns the cloned texture
  15807. */
  15808. clone(): MirrorTexture;
  15809. /**
  15810. * Serialize the texture to a JSON representation you could use in Parse later on
  15811. * @returns the serialized JSON representation
  15812. */
  15813. serialize(): any;
  15814. /**
  15815. * Dispose the texture and release its associated resources.
  15816. */
  15817. dispose(): void;
  15818. }
  15819. }
  15820. declare module "babylonjs/Materials/Textures/texture" {
  15821. import { Observable } from "babylonjs/Misc/observable";
  15822. import { Nullable } from "babylonjs/types";
  15823. import { Scene } from "babylonjs/scene";
  15824. import { Matrix } from "babylonjs/Maths/math.vector";
  15825. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15826. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15827. import { Engine } from "babylonjs/Engines/engine";
  15828. /**
  15829. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15830. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15831. */
  15832. export class Texture extends BaseTexture {
  15833. /** @hidden */
  15834. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15835. /** @hidden */
  15836. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15837. /** @hidden */
  15838. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15839. /** nearest is mag = nearest and min = nearest and mip = linear */
  15840. static readonly NEAREST_SAMPLINGMODE: number;
  15841. /** nearest is mag = nearest and min = nearest and mip = linear */
  15842. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15843. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15844. static readonly BILINEAR_SAMPLINGMODE: number;
  15845. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15846. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15847. /** Trilinear is mag = linear and min = linear and mip = linear */
  15848. static readonly TRILINEAR_SAMPLINGMODE: number;
  15849. /** Trilinear is mag = linear and min = linear and mip = linear */
  15850. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15851. /** mag = nearest and min = nearest and mip = nearest */
  15852. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15853. /** mag = nearest and min = linear and mip = nearest */
  15854. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15855. /** mag = nearest and min = linear and mip = linear */
  15856. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15857. /** mag = nearest and min = linear and mip = none */
  15858. static readonly NEAREST_LINEAR: number;
  15859. /** mag = nearest and min = nearest and mip = none */
  15860. static readonly NEAREST_NEAREST: number;
  15861. /** mag = linear and min = nearest and mip = nearest */
  15862. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15863. /** mag = linear and min = nearest and mip = linear */
  15864. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15865. /** mag = linear and min = linear and mip = none */
  15866. static readonly LINEAR_LINEAR: number;
  15867. /** mag = linear and min = nearest and mip = none */
  15868. static readonly LINEAR_NEAREST: number;
  15869. /** Explicit coordinates mode */
  15870. static readonly EXPLICIT_MODE: number;
  15871. /** Spherical coordinates mode */
  15872. static readonly SPHERICAL_MODE: number;
  15873. /** Planar coordinates mode */
  15874. static readonly PLANAR_MODE: number;
  15875. /** Cubic coordinates mode */
  15876. static readonly CUBIC_MODE: number;
  15877. /** Projection coordinates mode */
  15878. static readonly PROJECTION_MODE: number;
  15879. /** Inverse Cubic coordinates mode */
  15880. static readonly SKYBOX_MODE: number;
  15881. /** Inverse Cubic coordinates mode */
  15882. static readonly INVCUBIC_MODE: number;
  15883. /** Equirectangular coordinates mode */
  15884. static readonly EQUIRECTANGULAR_MODE: number;
  15885. /** Equirectangular Fixed coordinates mode */
  15886. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15887. /** Equirectangular Fixed Mirrored coordinates mode */
  15888. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15889. /** Texture is not repeating outside of 0..1 UVs */
  15890. static readonly CLAMP_ADDRESSMODE: number;
  15891. /** Texture is repeating outside of 0..1 UVs */
  15892. static readonly WRAP_ADDRESSMODE: number;
  15893. /** Texture is repeating and mirrored */
  15894. static readonly MIRROR_ADDRESSMODE: number;
  15895. /**
  15896. * 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
  15897. */
  15898. static UseSerializedUrlIfAny: boolean;
  15899. /**
  15900. * Define the url of the texture.
  15901. */
  15902. url: Nullable<string>;
  15903. /**
  15904. * Define an offset on the texture to offset the u coordinates of the UVs
  15905. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15906. */
  15907. uOffset: number;
  15908. /**
  15909. * Define an offset on the texture to offset the v coordinates of the UVs
  15910. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15911. */
  15912. vOffset: number;
  15913. /**
  15914. * Define an offset on the texture to scale the u coordinates of the UVs
  15915. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15916. */
  15917. uScale: number;
  15918. /**
  15919. * Define an offset on the texture to scale the v coordinates of the UVs
  15920. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15921. */
  15922. vScale: number;
  15923. /**
  15924. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15925. * @see http://doc.babylonjs.com/how_to/more_materials
  15926. */
  15927. uAng: number;
  15928. /**
  15929. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15930. * @see http://doc.babylonjs.com/how_to/more_materials
  15931. */
  15932. vAng: number;
  15933. /**
  15934. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15935. * @see http://doc.babylonjs.com/how_to/more_materials
  15936. */
  15937. wAng: number;
  15938. /**
  15939. * Defines the center of rotation (U)
  15940. */
  15941. uRotationCenter: number;
  15942. /**
  15943. * Defines the center of rotation (V)
  15944. */
  15945. vRotationCenter: number;
  15946. /**
  15947. * Defines the center of rotation (W)
  15948. */
  15949. wRotationCenter: number;
  15950. /**
  15951. * Are mip maps generated for this texture or not.
  15952. */
  15953. readonly noMipmap: boolean;
  15954. /**
  15955. * List of inspectable custom properties (used by the Inspector)
  15956. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15957. */
  15958. inspectableCustomProperties: Nullable<IInspectable[]>;
  15959. private _noMipmap;
  15960. /** @hidden */
  15961. _invertY: boolean;
  15962. private _rowGenerationMatrix;
  15963. private _cachedTextureMatrix;
  15964. private _projectionModeMatrix;
  15965. private _t0;
  15966. private _t1;
  15967. private _t2;
  15968. private _cachedUOffset;
  15969. private _cachedVOffset;
  15970. private _cachedUScale;
  15971. private _cachedVScale;
  15972. private _cachedUAng;
  15973. private _cachedVAng;
  15974. private _cachedWAng;
  15975. private _cachedProjectionMatrixId;
  15976. private _cachedCoordinatesMode;
  15977. /** @hidden */
  15978. protected _initialSamplingMode: number;
  15979. /** @hidden */
  15980. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  15981. private _deleteBuffer;
  15982. protected _format: Nullable<number>;
  15983. private _delayedOnLoad;
  15984. private _delayedOnError;
  15985. /**
  15986. * Observable triggered once the texture has been loaded.
  15987. */
  15988. onLoadObservable: Observable<Texture>;
  15989. protected _isBlocking: boolean;
  15990. /**
  15991. * Is the texture preventing material to render while loading.
  15992. * If false, a default texture will be used instead of the loading one during the preparation step.
  15993. */
  15994. isBlocking: boolean;
  15995. /**
  15996. * Get the current sampling mode associated with the texture.
  15997. */
  15998. readonly samplingMode: number;
  15999. /**
  16000. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16001. */
  16002. readonly invertY: boolean;
  16003. /**
  16004. * Instantiates a new texture.
  16005. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16006. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16007. * @param url define the url of the picture to load as a texture
  16008. * @param scene define the scene or engine the texture will belong to
  16009. * @param noMipmap define if the texture will require mip maps or not
  16010. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16011. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16012. * @param onLoad define a callback triggered when the texture has been loaded
  16013. * @param onError define a callback triggered when an error occurred during the loading session
  16014. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16015. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16016. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16017. */
  16018. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16019. /**
  16020. * Update the url (and optional buffer) of this texture if url was null during construction.
  16021. * @param url the url of the texture
  16022. * @param buffer the buffer of the texture (defaults to null)
  16023. * @param onLoad callback called when the texture is loaded (defaults to null)
  16024. */
  16025. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16026. /**
  16027. * Finish the loading sequence of a texture flagged as delayed load.
  16028. * @hidden
  16029. */
  16030. delayLoad(): void;
  16031. private _prepareRowForTextureGeneration;
  16032. /**
  16033. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16034. * @returns the transform matrix of the texture.
  16035. */
  16036. getTextureMatrix(): Matrix;
  16037. /**
  16038. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16039. * @returns The reflection texture transform
  16040. */
  16041. getReflectionTextureMatrix(): Matrix;
  16042. /**
  16043. * Clones the texture.
  16044. * @returns the cloned texture
  16045. */
  16046. clone(): Texture;
  16047. /**
  16048. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16049. * @returns The JSON representation of the texture
  16050. */
  16051. serialize(): any;
  16052. /**
  16053. * Get the current class name of the texture useful for serialization or dynamic coding.
  16054. * @returns "Texture"
  16055. */
  16056. getClassName(): string;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. /**
  16062. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16063. * @param parsedTexture Define the JSON representation of the texture
  16064. * @param scene Define the scene the parsed texture should be instantiated in
  16065. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16066. * @returns The parsed texture if successful
  16067. */
  16068. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16069. /**
  16070. * Creates a texture from its base 64 representation.
  16071. * @param data Define the base64 payload without the data: prefix
  16072. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16073. * @param scene Define the scene the texture should belong to
  16074. * @param noMipmap Forces the texture to not create mip map information if true
  16075. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16076. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16077. * @param onLoad define a callback triggered when the texture has been loaded
  16078. * @param onError define a callback triggered when an error occurred during the loading session
  16079. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16080. * @returns the created texture
  16081. */
  16082. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16083. /**
  16084. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16085. * @param data Define the base64 payload without the data: prefix
  16086. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16087. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16088. * @param scene Define the scene the texture should belong to
  16089. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16090. * @param noMipmap Forces the texture to not create mip map information if true
  16091. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16092. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16093. * @param onLoad define a callback triggered when the texture has been loaded
  16094. * @param onError define a callback triggered when an error occurred during the loading session
  16095. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16096. * @returns the created texture
  16097. */
  16098. 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;
  16099. }
  16100. }
  16101. declare module "babylonjs/PostProcesses/postProcessManager" {
  16102. import { Nullable } from "babylonjs/types";
  16103. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16104. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16105. import { Scene } from "babylonjs/scene";
  16106. /**
  16107. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16108. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16109. */
  16110. export class PostProcessManager {
  16111. private _scene;
  16112. private _indexBuffer;
  16113. private _vertexBuffers;
  16114. /**
  16115. * Creates a new instance PostProcess
  16116. * @param scene The scene that the post process is associated with.
  16117. */
  16118. constructor(scene: Scene);
  16119. private _prepareBuffers;
  16120. private _buildIndexBuffer;
  16121. /**
  16122. * Rebuilds the vertex buffers of the manager.
  16123. * @hidden
  16124. */
  16125. _rebuild(): void;
  16126. /**
  16127. * Prepares a frame to be run through a post process.
  16128. * @param sourceTexture The input texture to the post procesess. (default: null)
  16129. * @param postProcesses An array of post processes to be run. (default: null)
  16130. * @returns True if the post processes were able to be run.
  16131. * @hidden
  16132. */
  16133. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16134. /**
  16135. * Manually render a set of post processes to a texture.
  16136. * @param postProcesses An array of post processes to be run.
  16137. * @param targetTexture The target texture to render to.
  16138. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16139. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16140. * @param lodLevel defines which lod of the texture to render to
  16141. */
  16142. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16143. /**
  16144. * Finalize the result of the output of the postprocesses.
  16145. * @param doNotPresent If true the result will not be displayed to the screen.
  16146. * @param targetTexture The target texture to render to.
  16147. * @param faceIndex The index of the face to bind the target texture to.
  16148. * @param postProcesses The array of post processes to render.
  16149. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16150. * @hidden
  16151. */
  16152. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16153. /**
  16154. * Disposes of the post process manager.
  16155. */
  16156. dispose(): void;
  16157. }
  16158. }
  16159. declare module "babylonjs/Misc/gradients" {
  16160. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16161. /** Interface used by value gradients (color, factor, ...) */
  16162. export interface IValueGradient {
  16163. /**
  16164. * Gets or sets the gradient value (between 0 and 1)
  16165. */
  16166. gradient: number;
  16167. }
  16168. /** Class used to store color4 gradient */
  16169. export class ColorGradient implements IValueGradient {
  16170. /**
  16171. * Gets or sets the gradient value (between 0 and 1)
  16172. */
  16173. gradient: number;
  16174. /**
  16175. * Gets or sets first associated color
  16176. */
  16177. color1: Color4;
  16178. /**
  16179. * Gets or sets second associated color
  16180. */
  16181. color2?: Color4;
  16182. /**
  16183. * Will get a color picked randomly between color1 and color2.
  16184. * If color2 is undefined then color1 will be used
  16185. * @param result defines the target Color4 to store the result in
  16186. */
  16187. getColorToRef(result: Color4): void;
  16188. }
  16189. /** Class used to store color 3 gradient */
  16190. export class Color3Gradient implements IValueGradient {
  16191. /**
  16192. * Gets or sets the gradient value (between 0 and 1)
  16193. */
  16194. gradient: number;
  16195. /**
  16196. * Gets or sets the associated color
  16197. */
  16198. color: Color3;
  16199. }
  16200. /** Class used to store factor gradient */
  16201. export class FactorGradient implements IValueGradient {
  16202. /**
  16203. * Gets or sets the gradient value (between 0 and 1)
  16204. */
  16205. gradient: number;
  16206. /**
  16207. * Gets or sets first associated factor
  16208. */
  16209. factor1: number;
  16210. /**
  16211. * Gets or sets second associated factor
  16212. */
  16213. factor2?: number;
  16214. /**
  16215. * Will get a number picked randomly between factor1 and factor2.
  16216. * If factor2 is undefined then factor1 will be used
  16217. * @returns the picked number
  16218. */
  16219. getFactor(): number;
  16220. }
  16221. /**
  16222. * Helper used to simplify some generic gradient tasks
  16223. */
  16224. export class GradientHelper {
  16225. /**
  16226. * Gets the current gradient from an array of IValueGradient
  16227. * @param ratio defines the current ratio to get
  16228. * @param gradients defines the array of IValueGradient
  16229. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16230. */
  16231. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16232. }
  16233. }
  16234. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16235. import { Scene } from "babylonjs/scene";
  16236. import { ISceneComponent } from "babylonjs/sceneComponent";
  16237. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16238. module "babylonjs/abstractScene" {
  16239. interface AbstractScene {
  16240. /**
  16241. * The list of procedural textures added to the scene
  16242. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16243. */
  16244. proceduralTextures: Array<ProceduralTexture>;
  16245. }
  16246. }
  16247. /**
  16248. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16249. * in a given scene.
  16250. */
  16251. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16252. /**
  16253. * The component name helpfull to identify the component in the list of scene components.
  16254. */
  16255. readonly name: string;
  16256. /**
  16257. * The scene the component belongs to.
  16258. */
  16259. scene: Scene;
  16260. /**
  16261. * Creates a new instance of the component for the given scene
  16262. * @param scene Defines the scene to register the component in
  16263. */
  16264. constructor(scene: Scene);
  16265. /**
  16266. * Registers the component in a given scene
  16267. */
  16268. register(): void;
  16269. /**
  16270. * Rebuilds the elements related to this component in case of
  16271. * context lost for instance.
  16272. */
  16273. rebuild(): void;
  16274. /**
  16275. * Disposes the component and the associated ressources.
  16276. */
  16277. dispose(): void;
  16278. private _beforeClear;
  16279. }
  16280. }
  16281. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16282. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16283. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16284. module "babylonjs/Engines/engine" {
  16285. interface Engine {
  16286. /**
  16287. * Creates a new render target cube texture
  16288. * @param size defines the size of the texture
  16289. * @param options defines the options used to create the texture
  16290. * @returns a new render target cube texture stored in an InternalTexture
  16291. */
  16292. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16293. }
  16294. }
  16295. }
  16296. declare module "babylonjs/Shaders/procedural.vertex" {
  16297. /** @hidden */
  16298. export var proceduralVertexShader: {
  16299. name: string;
  16300. shader: string;
  16301. };
  16302. }
  16303. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16304. import { Observable } from "babylonjs/Misc/observable";
  16305. import { Nullable } from "babylonjs/types";
  16306. import { Scene } from "babylonjs/scene";
  16307. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16308. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16309. import { Effect } from "babylonjs/Materials/effect";
  16310. import { Texture } from "babylonjs/Materials/Textures/texture";
  16311. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16312. import "babylonjs/Shaders/procedural.vertex";
  16313. /**
  16314. * 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.
  16315. * This is the base class of any Procedural texture and contains most of the shareable code.
  16316. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16317. */
  16318. export class ProceduralTexture extends Texture {
  16319. isCube: boolean;
  16320. /**
  16321. * Define if the texture is enabled or not (disabled texture will not render)
  16322. */
  16323. isEnabled: boolean;
  16324. /**
  16325. * Define if the texture must be cleared before rendering (default is true)
  16326. */
  16327. autoClear: boolean;
  16328. /**
  16329. * Callback called when the texture is generated
  16330. */
  16331. onGenerated: () => void;
  16332. /**
  16333. * Event raised when the texture is generated
  16334. */
  16335. onGeneratedObservable: Observable<ProceduralTexture>;
  16336. /** @hidden */
  16337. _generateMipMaps: boolean;
  16338. /** @hidden **/
  16339. _effect: Effect;
  16340. /** @hidden */
  16341. _textures: {
  16342. [key: string]: Texture;
  16343. };
  16344. private _size;
  16345. private _currentRefreshId;
  16346. private _refreshRate;
  16347. private _vertexBuffers;
  16348. private _indexBuffer;
  16349. private _uniforms;
  16350. private _samplers;
  16351. private _fragment;
  16352. private _floats;
  16353. private _ints;
  16354. private _floatsArrays;
  16355. private _colors3;
  16356. private _colors4;
  16357. private _vectors2;
  16358. private _vectors3;
  16359. private _matrices;
  16360. private _fallbackTexture;
  16361. private _fallbackTextureUsed;
  16362. private _engine;
  16363. private _cachedDefines;
  16364. private _contentUpdateId;
  16365. private _contentData;
  16366. /**
  16367. * Instantiates a new procedural texture.
  16368. * 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.
  16369. * This is the base class of any Procedural texture and contains most of the shareable code.
  16370. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16371. * @param name Define the name of the texture
  16372. * @param size Define the size of the texture to create
  16373. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16374. * @param scene Define the scene the texture belongs to
  16375. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16376. * @param generateMipMaps Define if the texture should creates mip maps or not
  16377. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16378. */
  16379. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16380. /**
  16381. * The effect that is created when initializing the post process.
  16382. * @returns The created effect corresponding the the postprocess.
  16383. */
  16384. getEffect(): Effect;
  16385. /**
  16386. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16387. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16388. */
  16389. getContent(): Nullable<ArrayBufferView>;
  16390. private _createIndexBuffer;
  16391. /** @hidden */
  16392. _rebuild(): void;
  16393. /**
  16394. * Resets the texture in order to recreate its associated resources.
  16395. * This can be called in case of context loss
  16396. */
  16397. reset(): void;
  16398. protected _getDefines(): string;
  16399. /**
  16400. * Is the texture ready to be used ? (rendered at least once)
  16401. * @returns true if ready, otherwise, false.
  16402. */
  16403. isReady(): boolean;
  16404. /**
  16405. * Resets the refresh counter of the texture and start bak from scratch.
  16406. * Could be useful to regenerate the texture if it is setup to render only once.
  16407. */
  16408. resetRefreshCounter(): void;
  16409. /**
  16410. * Set the fragment shader to use in order to render the texture.
  16411. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16412. */
  16413. setFragment(fragment: any): void;
  16414. /**
  16415. * Define the refresh rate of the texture or the rendering frequency.
  16416. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16417. */
  16418. refreshRate: number;
  16419. /** @hidden */
  16420. _shouldRender(): boolean;
  16421. /**
  16422. * Get the size the texture is rendering at.
  16423. * @returns the size (texture is always squared)
  16424. */
  16425. getRenderSize(): number;
  16426. /**
  16427. * Resize the texture to new value.
  16428. * @param size Define the new size the texture should have
  16429. * @param generateMipMaps Define whether the new texture should create mip maps
  16430. */
  16431. resize(size: number, generateMipMaps: boolean): void;
  16432. private _checkUniform;
  16433. /**
  16434. * Set a texture in the shader program used to render.
  16435. * @param name Define the name of the uniform samplers as defined in the shader
  16436. * @param texture Define the texture to bind to this sampler
  16437. * @return the texture itself allowing "fluent" like uniform updates
  16438. */
  16439. setTexture(name: string, texture: Texture): ProceduralTexture;
  16440. /**
  16441. * Set a float in the shader.
  16442. * @param name Define the name of the uniform as defined in the shader
  16443. * @param value Define the value to give to the uniform
  16444. * @return the texture itself allowing "fluent" like uniform updates
  16445. */
  16446. setFloat(name: string, value: number): ProceduralTexture;
  16447. /**
  16448. * Set a int in the shader.
  16449. * @param name Define the name of the uniform as defined in the shader
  16450. * @param value Define the value to give to the uniform
  16451. * @return the texture itself allowing "fluent" like uniform updates
  16452. */
  16453. setInt(name: string, value: number): ProceduralTexture;
  16454. /**
  16455. * Set an array of floats in the shader.
  16456. * @param name Define the name of the uniform as defined in the shader
  16457. * @param value Define the value to give to the uniform
  16458. * @return the texture itself allowing "fluent" like uniform updates
  16459. */
  16460. setFloats(name: string, value: number[]): ProceduralTexture;
  16461. /**
  16462. * Set a vec3 in the shader from a Color3.
  16463. * @param name Define the name of the uniform as defined in the shader
  16464. * @param value Define the value to give to the uniform
  16465. * @return the texture itself allowing "fluent" like uniform updates
  16466. */
  16467. setColor3(name: string, value: Color3): ProceduralTexture;
  16468. /**
  16469. * Set a vec4 in the shader from a Color4.
  16470. * @param name Define the name of the uniform as defined in the shader
  16471. * @param value Define the value to give to the uniform
  16472. * @return the texture itself allowing "fluent" like uniform updates
  16473. */
  16474. setColor4(name: string, value: Color4): ProceduralTexture;
  16475. /**
  16476. * Set a vec2 in the shader from a Vector2.
  16477. * @param name Define the name of the uniform as defined in the shader
  16478. * @param value Define the value to give to the uniform
  16479. * @return the texture itself allowing "fluent" like uniform updates
  16480. */
  16481. setVector2(name: string, value: Vector2): ProceduralTexture;
  16482. /**
  16483. * Set a vec3 in the shader from a Vector3.
  16484. * @param name Define the name of the uniform as defined in the shader
  16485. * @param value Define the value to give to the uniform
  16486. * @return the texture itself allowing "fluent" like uniform updates
  16487. */
  16488. setVector3(name: string, value: Vector3): ProceduralTexture;
  16489. /**
  16490. * Set a mat4 in the shader from a MAtrix.
  16491. * @param name Define the name of the uniform as defined in the shader
  16492. * @param value Define the value to give to the uniform
  16493. * @return the texture itself allowing "fluent" like uniform updates
  16494. */
  16495. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16496. /**
  16497. * Render the texture to its associated render target.
  16498. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16499. */
  16500. render(useCameraPostProcess?: boolean): void;
  16501. /**
  16502. * Clone the texture.
  16503. * @returns the cloned texture
  16504. */
  16505. clone(): ProceduralTexture;
  16506. /**
  16507. * Dispose the texture and release its asoociated resources.
  16508. */
  16509. dispose(): void;
  16510. }
  16511. }
  16512. declare module "babylonjs/Particles/baseParticleSystem" {
  16513. import { Nullable } from "babylonjs/types";
  16514. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16515. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16516. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16517. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16518. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16519. import { Scene } from "babylonjs/scene";
  16520. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16521. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16522. import { Texture } from "babylonjs/Materials/Textures/texture";
  16523. import { Color4 } from "babylonjs/Maths/math.color";
  16524. import { Animation } from "babylonjs/Animations/animation";
  16525. /**
  16526. * This represents the base class for particle system in Babylon.
  16527. * 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.
  16528. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16529. * @example https://doc.babylonjs.com/babylon101/particles
  16530. */
  16531. export class BaseParticleSystem {
  16532. /**
  16533. * Source color is added to the destination color without alpha affecting the result
  16534. */
  16535. static BLENDMODE_ONEONE: number;
  16536. /**
  16537. * Blend current color and particle color using particle’s alpha
  16538. */
  16539. static BLENDMODE_STANDARD: number;
  16540. /**
  16541. * Add current color and particle color multiplied by particle’s alpha
  16542. */
  16543. static BLENDMODE_ADD: number;
  16544. /**
  16545. * Multiply current color with particle color
  16546. */
  16547. static BLENDMODE_MULTIPLY: number;
  16548. /**
  16549. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16550. */
  16551. static BLENDMODE_MULTIPLYADD: number;
  16552. /**
  16553. * List of animations used by the particle system.
  16554. */
  16555. animations: Animation[];
  16556. /**
  16557. * The id of the Particle system.
  16558. */
  16559. id: string;
  16560. /**
  16561. * The friendly name of the Particle system.
  16562. */
  16563. name: string;
  16564. /**
  16565. * The rendering group used by the Particle system to chose when to render.
  16566. */
  16567. renderingGroupId: number;
  16568. /**
  16569. * The emitter represents the Mesh or position we are attaching the particle system to.
  16570. */
  16571. emitter: Nullable<AbstractMesh | Vector3>;
  16572. /**
  16573. * The maximum number of particles to emit per frame
  16574. */
  16575. emitRate: number;
  16576. /**
  16577. * If you want to launch only a few particles at once, that can be done, as well.
  16578. */
  16579. manualEmitCount: number;
  16580. /**
  16581. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16582. */
  16583. updateSpeed: number;
  16584. /**
  16585. * The amount of time the particle system is running (depends of the overall update speed).
  16586. */
  16587. targetStopDuration: number;
  16588. /**
  16589. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16590. */
  16591. disposeOnStop: boolean;
  16592. /**
  16593. * Minimum power of emitting particles.
  16594. */
  16595. minEmitPower: number;
  16596. /**
  16597. * Maximum power of emitting particles.
  16598. */
  16599. maxEmitPower: number;
  16600. /**
  16601. * Minimum life time of emitting particles.
  16602. */
  16603. minLifeTime: number;
  16604. /**
  16605. * Maximum life time of emitting particles.
  16606. */
  16607. maxLifeTime: number;
  16608. /**
  16609. * Minimum Size of emitting particles.
  16610. */
  16611. minSize: number;
  16612. /**
  16613. * Maximum Size of emitting particles.
  16614. */
  16615. maxSize: number;
  16616. /**
  16617. * Minimum scale of emitting particles on X axis.
  16618. */
  16619. minScaleX: number;
  16620. /**
  16621. * Maximum scale of emitting particles on X axis.
  16622. */
  16623. maxScaleX: number;
  16624. /**
  16625. * Minimum scale of emitting particles on Y axis.
  16626. */
  16627. minScaleY: number;
  16628. /**
  16629. * Maximum scale of emitting particles on Y axis.
  16630. */
  16631. maxScaleY: number;
  16632. /**
  16633. * Gets or sets the minimal initial rotation in radians.
  16634. */
  16635. minInitialRotation: number;
  16636. /**
  16637. * Gets or sets the maximal initial rotation in radians.
  16638. */
  16639. maxInitialRotation: number;
  16640. /**
  16641. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16642. */
  16643. minAngularSpeed: number;
  16644. /**
  16645. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16646. */
  16647. maxAngularSpeed: number;
  16648. /**
  16649. * The texture used to render each particle. (this can be a spritesheet)
  16650. */
  16651. particleTexture: Nullable<Texture>;
  16652. /**
  16653. * The layer mask we are rendering the particles through.
  16654. */
  16655. layerMask: number;
  16656. /**
  16657. * This can help using your own shader to render the particle system.
  16658. * The according effect will be created
  16659. */
  16660. customShader: any;
  16661. /**
  16662. * By default particle system starts as soon as they are created. This prevents the
  16663. * automatic start to happen and let you decide when to start emitting particles.
  16664. */
  16665. preventAutoStart: boolean;
  16666. private _noiseTexture;
  16667. /**
  16668. * Gets or sets a texture used to add random noise to particle positions
  16669. */
  16670. noiseTexture: Nullable<ProceduralTexture>;
  16671. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16672. noiseStrength: Vector3;
  16673. /**
  16674. * Callback triggered when the particle animation is ending.
  16675. */
  16676. onAnimationEnd: Nullable<() => void>;
  16677. /**
  16678. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16679. */
  16680. blendMode: number;
  16681. /**
  16682. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16683. * to override the particles.
  16684. */
  16685. forceDepthWrite: boolean;
  16686. /** 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 */
  16687. preWarmCycles: number;
  16688. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16689. preWarmStepOffset: number;
  16690. /**
  16691. * 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)
  16692. */
  16693. spriteCellChangeSpeed: number;
  16694. /**
  16695. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16696. */
  16697. startSpriteCellID: number;
  16698. /**
  16699. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16700. */
  16701. endSpriteCellID: number;
  16702. /**
  16703. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16704. */
  16705. spriteCellWidth: number;
  16706. /**
  16707. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16708. */
  16709. spriteCellHeight: number;
  16710. /**
  16711. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16712. */
  16713. spriteRandomStartCell: boolean;
  16714. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16715. translationPivot: Vector2;
  16716. /** @hidden */
  16717. protected _isAnimationSheetEnabled: boolean;
  16718. /**
  16719. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16720. */
  16721. beginAnimationOnStart: boolean;
  16722. /**
  16723. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16724. */
  16725. beginAnimationFrom: number;
  16726. /**
  16727. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16728. */
  16729. beginAnimationTo: number;
  16730. /**
  16731. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16732. */
  16733. beginAnimationLoop: boolean;
  16734. /**
  16735. * Gets or sets a world offset applied to all particles
  16736. */
  16737. worldOffset: Vector3;
  16738. /**
  16739. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16740. */
  16741. isAnimationSheetEnabled: boolean;
  16742. /**
  16743. * Get hosting scene
  16744. * @returns the scene
  16745. */
  16746. getScene(): Scene;
  16747. /**
  16748. * You can use gravity if you want to give an orientation to your particles.
  16749. */
  16750. gravity: Vector3;
  16751. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16752. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16753. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16754. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16755. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16756. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16757. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16758. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16759. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16760. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16761. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16762. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16763. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16764. /**
  16765. * Defines the delay in milliseconds before starting the system (0 by default)
  16766. */
  16767. startDelay: number;
  16768. /**
  16769. * Gets the current list of drag gradients.
  16770. * You must use addDragGradient and removeDragGradient to udpate this list
  16771. * @returns the list of drag gradients
  16772. */
  16773. getDragGradients(): Nullable<Array<FactorGradient>>;
  16774. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16775. limitVelocityDamping: number;
  16776. /**
  16777. * Gets the current list of limit velocity gradients.
  16778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16779. * @returns the list of limit velocity gradients
  16780. */
  16781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16782. /**
  16783. * Gets the current list of color gradients.
  16784. * You must use addColorGradient and removeColorGradient to udpate this list
  16785. * @returns the list of color gradients
  16786. */
  16787. getColorGradients(): Nullable<Array<ColorGradient>>;
  16788. /**
  16789. * Gets the current list of size gradients.
  16790. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16791. * @returns the list of size gradients
  16792. */
  16793. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16794. /**
  16795. * Gets the current list of color remap gradients.
  16796. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16797. * @returns the list of color remap gradients
  16798. */
  16799. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16800. /**
  16801. * Gets the current list of alpha remap gradients.
  16802. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16803. * @returns the list of alpha remap gradients
  16804. */
  16805. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16806. /**
  16807. * Gets the current list of life time gradients.
  16808. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16809. * @returns the list of life time gradients
  16810. */
  16811. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16812. /**
  16813. * Gets the current list of angular speed gradients.
  16814. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16815. * @returns the list of angular speed gradients
  16816. */
  16817. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16818. /**
  16819. * Gets the current list of velocity gradients.
  16820. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16821. * @returns the list of velocity gradients
  16822. */
  16823. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16824. /**
  16825. * Gets the current list of start size gradients.
  16826. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16827. * @returns the list of start size gradients
  16828. */
  16829. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16830. /**
  16831. * Gets the current list of emit rate gradients.
  16832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16833. * @returns the list of emit rate gradients
  16834. */
  16835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16836. /**
  16837. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16838. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16839. */
  16840. direction1: Vector3;
  16841. /**
  16842. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16843. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16844. */
  16845. direction2: Vector3;
  16846. /**
  16847. * 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.
  16848. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16849. */
  16850. minEmitBox: Vector3;
  16851. /**
  16852. * 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.
  16853. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16854. */
  16855. maxEmitBox: Vector3;
  16856. /**
  16857. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16858. */
  16859. color1: Color4;
  16860. /**
  16861. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16862. */
  16863. color2: Color4;
  16864. /**
  16865. * Color the particle will have at the end of its lifetime
  16866. */
  16867. colorDead: Color4;
  16868. /**
  16869. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16870. */
  16871. textureMask: Color4;
  16872. /**
  16873. * The particle emitter type defines the emitter used by the particle system.
  16874. * It can be for example box, sphere, or cone...
  16875. */
  16876. particleEmitterType: IParticleEmitterType;
  16877. /** @hidden */
  16878. _isSubEmitter: boolean;
  16879. /**
  16880. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16881. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16882. */
  16883. billboardMode: number;
  16884. protected _isBillboardBased: boolean;
  16885. /**
  16886. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16887. */
  16888. isBillboardBased: boolean;
  16889. /**
  16890. * The scene the particle system belongs to.
  16891. */
  16892. protected _scene: Scene;
  16893. /**
  16894. * Local cache of defines for image processing.
  16895. */
  16896. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16897. /**
  16898. * Default configuration related to image processing available in the standard Material.
  16899. */
  16900. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16901. /**
  16902. * Gets the image processing configuration used either in this material.
  16903. */
  16904. /**
  16905. * Sets the Default image processing configuration used either in the this material.
  16906. *
  16907. * If sets to null, the scene one is in use.
  16908. */
  16909. imageProcessingConfiguration: ImageProcessingConfiguration;
  16910. /**
  16911. * Attaches a new image processing configuration to the Standard Material.
  16912. * @param configuration
  16913. */
  16914. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16915. /** @hidden */
  16916. protected _reset(): void;
  16917. /** @hidden */
  16918. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16919. /**
  16920. * Instantiates a particle system.
  16921. * 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.
  16922. * @param name The name of the particle system
  16923. */
  16924. constructor(name: string);
  16925. /**
  16926. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16927. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16928. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16929. * @returns the emitter
  16930. */
  16931. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16932. /**
  16933. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16934. * @param radius The radius of the hemisphere to emit from
  16935. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16936. * @returns the emitter
  16937. */
  16938. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16939. /**
  16940. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16941. * @param radius The radius of the sphere to emit from
  16942. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16943. * @returns the emitter
  16944. */
  16945. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16946. /**
  16947. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16948. * @param radius The radius of the sphere to emit from
  16949. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16950. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16951. * @returns the emitter
  16952. */
  16953. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16954. /**
  16955. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16956. * @param radius The radius of the emission cylinder
  16957. * @param height The height of the emission cylinder
  16958. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16959. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16960. * @returns the emitter
  16961. */
  16962. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16963. /**
  16964. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16965. * @param radius The radius of the cylinder to emit from
  16966. * @param height The height of the emission cylinder
  16967. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16970. * @returns the emitter
  16971. */
  16972. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16975. * @param radius The radius of the cone to emit from
  16976. * @param angle The base angle of the cone
  16977. * @returns the emitter
  16978. */
  16979. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16980. /**
  16981. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  16982. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16983. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16984. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16985. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16986. * @returns the emitter
  16987. */
  16988. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  16989. }
  16990. }
  16991. declare module "babylonjs/Particles/subEmitter" {
  16992. import { Scene } from "babylonjs/scene";
  16993. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  16994. /**
  16995. * Type of sub emitter
  16996. */
  16997. export enum SubEmitterType {
  16998. /**
  16999. * Attached to the particle over it's lifetime
  17000. */
  17001. ATTACHED = 0,
  17002. /**
  17003. * Created when the particle dies
  17004. */
  17005. END = 1
  17006. }
  17007. /**
  17008. * Sub emitter class used to emit particles from an existing particle
  17009. */
  17010. export class SubEmitter {
  17011. /**
  17012. * the particle system to be used by the sub emitter
  17013. */
  17014. particleSystem: ParticleSystem;
  17015. /**
  17016. * Type of the submitter (Default: END)
  17017. */
  17018. type: SubEmitterType;
  17019. /**
  17020. * 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)
  17021. * Note: This only is supported when using an emitter of type Mesh
  17022. */
  17023. inheritDirection: boolean;
  17024. /**
  17025. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17026. */
  17027. inheritedVelocityAmount: number;
  17028. /**
  17029. * Creates a sub emitter
  17030. * @param particleSystem the particle system to be used by the sub emitter
  17031. */
  17032. constructor(
  17033. /**
  17034. * the particle system to be used by the sub emitter
  17035. */
  17036. particleSystem: ParticleSystem);
  17037. /**
  17038. * Clones the sub emitter
  17039. * @returns the cloned sub emitter
  17040. */
  17041. clone(): SubEmitter;
  17042. /**
  17043. * Serialize current object to a JSON object
  17044. * @returns the serialized object
  17045. */
  17046. serialize(): any;
  17047. /** @hidden */
  17048. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17049. /**
  17050. * Creates a new SubEmitter from a serialized JSON version
  17051. * @param serializationObject defines the JSON object to read from
  17052. * @param scene defines the hosting scene
  17053. * @param rootUrl defines the rootUrl for data loading
  17054. * @returns a new SubEmitter
  17055. */
  17056. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17057. /** Release associated resources */
  17058. dispose(): void;
  17059. }
  17060. }
  17061. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17062. /** @hidden */
  17063. export var clipPlaneFragmentDeclaration: {
  17064. name: string;
  17065. shader: string;
  17066. };
  17067. }
  17068. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17069. /** @hidden */
  17070. export var imageProcessingDeclaration: {
  17071. name: string;
  17072. shader: string;
  17073. };
  17074. }
  17075. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17076. /** @hidden */
  17077. export var imageProcessingFunctions: {
  17078. name: string;
  17079. shader: string;
  17080. };
  17081. }
  17082. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17083. /** @hidden */
  17084. export var clipPlaneFragment: {
  17085. name: string;
  17086. shader: string;
  17087. };
  17088. }
  17089. declare module "babylonjs/Shaders/particles.fragment" {
  17090. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17091. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17092. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17093. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17094. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17095. /** @hidden */
  17096. export var particlesPixelShader: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17102. /** @hidden */
  17103. export var clipPlaneVertexDeclaration: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17109. /** @hidden */
  17110. export var clipPlaneVertex: {
  17111. name: string;
  17112. shader: string;
  17113. };
  17114. }
  17115. declare module "babylonjs/Shaders/particles.vertex" {
  17116. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17117. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17118. /** @hidden */
  17119. export var particlesVertexShader: {
  17120. name: string;
  17121. shader: string;
  17122. };
  17123. }
  17124. declare module "babylonjs/Particles/particleSystem" {
  17125. import { Nullable } from "babylonjs/types";
  17126. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17127. import { Observable } from "babylonjs/Misc/observable";
  17128. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17129. import { Effect } from "babylonjs/Materials/effect";
  17130. import { Scene, IDisposable } from "babylonjs/scene";
  17131. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17132. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17133. import { Particle } from "babylonjs/Particles/particle";
  17134. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17135. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17136. import "babylonjs/Shaders/particles.fragment";
  17137. import "babylonjs/Shaders/particles.vertex";
  17138. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17139. /**
  17140. * This represents a particle system in Babylon.
  17141. * 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.
  17142. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17143. * @example https://doc.babylonjs.com/babylon101/particles
  17144. */
  17145. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17146. /**
  17147. * Billboard mode will only apply to Y axis
  17148. */
  17149. static readonly BILLBOARDMODE_Y: number;
  17150. /**
  17151. * Billboard mode will apply to all axes
  17152. */
  17153. static readonly BILLBOARDMODE_ALL: number;
  17154. /**
  17155. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17156. */
  17157. static readonly BILLBOARDMODE_STRETCHED: number;
  17158. /**
  17159. * This function can be defined to provide custom update for active particles.
  17160. * This function will be called instead of regular update (age, position, color, etc.).
  17161. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17162. */
  17163. updateFunction: (particles: Particle[]) => void;
  17164. private _emitterWorldMatrix;
  17165. /**
  17166. * This function can be defined to specify initial direction for every new particle.
  17167. * It by default use the emitterType defined function
  17168. */
  17169. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17170. /**
  17171. * This function can be defined to specify initial position for every new particle.
  17172. * It by default use the emitterType defined function
  17173. */
  17174. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17175. /**
  17176. * @hidden
  17177. */
  17178. _inheritedVelocityOffset: Vector3;
  17179. /**
  17180. * An event triggered when the system is disposed
  17181. */
  17182. onDisposeObservable: Observable<ParticleSystem>;
  17183. private _onDisposeObserver;
  17184. /**
  17185. * Sets a callback that will be triggered when the system is disposed
  17186. */
  17187. onDispose: () => void;
  17188. private _particles;
  17189. private _epsilon;
  17190. private _capacity;
  17191. private _stockParticles;
  17192. private _newPartsExcess;
  17193. private _vertexData;
  17194. private _vertexBuffer;
  17195. private _vertexBuffers;
  17196. private _spriteBuffer;
  17197. private _indexBuffer;
  17198. private _effect;
  17199. private _customEffect;
  17200. private _cachedDefines;
  17201. private _scaledColorStep;
  17202. private _colorDiff;
  17203. private _scaledDirection;
  17204. private _scaledGravity;
  17205. private _currentRenderId;
  17206. private _alive;
  17207. private _useInstancing;
  17208. private _started;
  17209. private _stopped;
  17210. private _actualFrame;
  17211. private _scaledUpdateSpeed;
  17212. private _vertexBufferSize;
  17213. /** @hidden */
  17214. _currentEmitRateGradient: Nullable<FactorGradient>;
  17215. /** @hidden */
  17216. _currentEmitRate1: number;
  17217. /** @hidden */
  17218. _currentEmitRate2: number;
  17219. /** @hidden */
  17220. _currentStartSizeGradient: Nullable<FactorGradient>;
  17221. /** @hidden */
  17222. _currentStartSize1: number;
  17223. /** @hidden */
  17224. _currentStartSize2: number;
  17225. private readonly _rawTextureWidth;
  17226. private _rampGradientsTexture;
  17227. private _useRampGradients;
  17228. /** Gets or sets a boolean indicating that ramp gradients must be used
  17229. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17230. */
  17231. useRampGradients: boolean;
  17232. /**
  17233. * 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.
  17234. * 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: [])
  17235. */
  17236. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17237. private _subEmitters;
  17238. /**
  17239. * @hidden
  17240. * If the particle systems emitter should be disposed when the particle system is disposed
  17241. */
  17242. _disposeEmitterOnDispose: boolean;
  17243. /**
  17244. * The current active Sub-systems, this property is used by the root particle system only.
  17245. */
  17246. activeSubSystems: Array<ParticleSystem>;
  17247. private _rootParticleSystem;
  17248. /**
  17249. * Gets the current list of active particles
  17250. */
  17251. readonly particles: Particle[];
  17252. /**
  17253. * Returns the string "ParticleSystem"
  17254. * @returns a string containing the class name
  17255. */
  17256. getClassName(): string;
  17257. /**
  17258. * Instantiates a particle system.
  17259. * 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.
  17260. * @param name The name of the particle system
  17261. * @param capacity The max number of particles alive at the same time
  17262. * @param scene The scene the particle system belongs to
  17263. * @param customEffect a custom effect used to change the way particles are rendered by default
  17264. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17265. * @param epsilon Offset used to render the particles
  17266. */
  17267. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17268. private _addFactorGradient;
  17269. private _removeFactorGradient;
  17270. /**
  17271. * Adds a new life time gradient
  17272. * @param gradient defines the gradient to use (between 0 and 1)
  17273. * @param factor defines the life time factor to affect to the specified gradient
  17274. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17275. * @returns the current particle system
  17276. */
  17277. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17278. /**
  17279. * Remove a specific life time gradient
  17280. * @param gradient defines the gradient to remove
  17281. * @returns the current particle system
  17282. */
  17283. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17284. /**
  17285. * Adds a new size gradient
  17286. * @param gradient defines the gradient to use (between 0 and 1)
  17287. * @param factor defines the size factor to affect to the specified gradient
  17288. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17289. * @returns the current particle system
  17290. */
  17291. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17292. /**
  17293. * Remove a specific size gradient
  17294. * @param gradient defines the gradient to remove
  17295. * @returns the current particle system
  17296. */
  17297. removeSizeGradient(gradient: number): IParticleSystem;
  17298. /**
  17299. * Adds a new color remap gradient
  17300. * @param gradient defines the gradient to use (between 0 and 1)
  17301. * @param min defines the color remap minimal range
  17302. * @param max defines the color remap maximal range
  17303. * @returns the current particle system
  17304. */
  17305. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17306. /**
  17307. * Remove a specific color remap gradient
  17308. * @param gradient defines the gradient to remove
  17309. * @returns the current particle system
  17310. */
  17311. removeColorRemapGradient(gradient: number): IParticleSystem;
  17312. /**
  17313. * Adds a new alpha remap gradient
  17314. * @param gradient defines the gradient to use (between 0 and 1)
  17315. * @param min defines the alpha remap minimal range
  17316. * @param max defines the alpha remap maximal range
  17317. * @returns the current particle system
  17318. */
  17319. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17320. /**
  17321. * Remove a specific alpha remap gradient
  17322. * @param gradient defines the gradient to remove
  17323. * @returns the current particle system
  17324. */
  17325. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17326. /**
  17327. * Adds a new angular speed gradient
  17328. * @param gradient defines the gradient to use (between 0 and 1)
  17329. * @param factor defines the angular speed to affect to the specified gradient
  17330. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17331. * @returns the current particle system
  17332. */
  17333. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17334. /**
  17335. * Remove a specific angular speed gradient
  17336. * @param gradient defines the gradient to remove
  17337. * @returns the current particle system
  17338. */
  17339. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17340. /**
  17341. * Adds a new velocity gradient
  17342. * @param gradient defines the gradient to use (between 0 and 1)
  17343. * @param factor defines the velocity to affect to the specified gradient
  17344. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17345. * @returns the current particle system
  17346. */
  17347. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17348. /**
  17349. * Remove a specific velocity gradient
  17350. * @param gradient defines the gradient to remove
  17351. * @returns the current particle system
  17352. */
  17353. removeVelocityGradient(gradient: number): IParticleSystem;
  17354. /**
  17355. * Adds a new limit velocity gradient
  17356. * @param gradient defines the gradient to use (between 0 and 1)
  17357. * @param factor defines the limit velocity value to affect to the specified gradient
  17358. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17359. * @returns the current particle system
  17360. */
  17361. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17362. /**
  17363. * Remove a specific limit velocity gradient
  17364. * @param gradient defines the gradient to remove
  17365. * @returns the current particle system
  17366. */
  17367. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17368. /**
  17369. * Adds a new drag gradient
  17370. * @param gradient defines the gradient to use (between 0 and 1)
  17371. * @param factor defines the drag value to affect to the specified gradient
  17372. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17373. * @returns the current particle system
  17374. */
  17375. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17376. /**
  17377. * Remove a specific drag gradient
  17378. * @param gradient defines the gradient to remove
  17379. * @returns the current particle system
  17380. */
  17381. removeDragGradient(gradient: number): IParticleSystem;
  17382. /**
  17383. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17384. * @param gradient defines the gradient to use (between 0 and 1)
  17385. * @param factor defines the emit rate value to affect to the specified gradient
  17386. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17387. * @returns the current particle system
  17388. */
  17389. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17390. /**
  17391. * Remove a specific emit rate gradient
  17392. * @param gradient defines the gradient to remove
  17393. * @returns the current particle system
  17394. */
  17395. removeEmitRateGradient(gradient: number): IParticleSystem;
  17396. /**
  17397. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17398. * @param gradient defines the gradient to use (between 0 and 1)
  17399. * @param factor defines the start size value to affect to the specified gradient
  17400. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17401. * @returns the current particle system
  17402. */
  17403. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17404. /**
  17405. * Remove a specific start size gradient
  17406. * @param gradient defines the gradient to remove
  17407. * @returns the current particle system
  17408. */
  17409. removeStartSizeGradient(gradient: number): IParticleSystem;
  17410. private _createRampGradientTexture;
  17411. /**
  17412. * Gets the current list of ramp gradients.
  17413. * You must use addRampGradient and removeRampGradient to udpate this list
  17414. * @returns the list of ramp gradients
  17415. */
  17416. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17417. /**
  17418. * Adds a new ramp gradient used to remap particle colors
  17419. * @param gradient defines the gradient to use (between 0 and 1)
  17420. * @param color defines the color to affect to the specified gradient
  17421. * @returns the current particle system
  17422. */
  17423. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17424. /**
  17425. * Remove a specific ramp gradient
  17426. * @param gradient defines the gradient to remove
  17427. * @returns the current particle system
  17428. */
  17429. removeRampGradient(gradient: number): ParticleSystem;
  17430. /**
  17431. * Adds a new color gradient
  17432. * @param gradient defines the gradient to use (between 0 and 1)
  17433. * @param color1 defines the color to affect to the specified gradient
  17434. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17435. * @returns this particle system
  17436. */
  17437. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17438. /**
  17439. * Remove a specific color gradient
  17440. * @param gradient defines the gradient to remove
  17441. * @returns this particle system
  17442. */
  17443. removeColorGradient(gradient: number): IParticleSystem;
  17444. private _fetchR;
  17445. protected _reset(): void;
  17446. private _resetEffect;
  17447. private _createVertexBuffers;
  17448. private _createIndexBuffer;
  17449. /**
  17450. * Gets the maximum number of particles active at the same time.
  17451. * @returns The max number of active particles.
  17452. */
  17453. getCapacity(): number;
  17454. /**
  17455. * Gets whether there are still active particles in the system.
  17456. * @returns True if it is alive, otherwise false.
  17457. */
  17458. isAlive(): boolean;
  17459. /**
  17460. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17461. * @returns True if it has been started, otherwise false.
  17462. */
  17463. isStarted(): boolean;
  17464. private _prepareSubEmitterInternalArray;
  17465. /**
  17466. * Starts the particle system and begins to emit
  17467. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17468. */
  17469. start(delay?: number): void;
  17470. /**
  17471. * Stops the particle system.
  17472. * @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.
  17473. */
  17474. stop(stopSubEmitters?: boolean): void;
  17475. /**
  17476. * Remove all active particles
  17477. */
  17478. reset(): void;
  17479. /**
  17480. * @hidden (for internal use only)
  17481. */
  17482. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17483. /**
  17484. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17485. * Its lifetime will start back at 0.
  17486. */
  17487. recycleParticle: (particle: Particle) => void;
  17488. private _stopSubEmitters;
  17489. private _createParticle;
  17490. private _removeFromRoot;
  17491. private _emitFromParticle;
  17492. private _update;
  17493. /** @hidden */
  17494. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17495. /** @hidden */
  17496. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17497. /** @hidden */
  17498. private _getEffect;
  17499. /**
  17500. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17501. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17502. */
  17503. animate(preWarmOnly?: boolean): void;
  17504. private _appendParticleVertices;
  17505. /**
  17506. * Rebuilds the particle system.
  17507. */
  17508. rebuild(): void;
  17509. /**
  17510. * Is this system ready to be used/rendered
  17511. * @return true if the system is ready
  17512. */
  17513. isReady(): boolean;
  17514. private _render;
  17515. /**
  17516. * Renders the particle system in its current state.
  17517. * @returns the current number of particles
  17518. */
  17519. render(): number;
  17520. /**
  17521. * Disposes the particle system and free the associated resources
  17522. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17523. */
  17524. dispose(disposeTexture?: boolean): void;
  17525. /**
  17526. * Clones the particle system.
  17527. * @param name The name of the cloned object
  17528. * @param newEmitter The new emitter to use
  17529. * @returns the cloned particle system
  17530. */
  17531. clone(name: string, newEmitter: any): ParticleSystem;
  17532. /**
  17533. * Serializes the particle system to a JSON object.
  17534. * @returns the JSON object
  17535. */
  17536. serialize(): any;
  17537. /** @hidden */
  17538. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17539. /** @hidden */
  17540. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17541. /**
  17542. * Parses a JSON object to create a particle system.
  17543. * @param parsedParticleSystem The JSON object to parse
  17544. * @param scene The scene to create the particle system in
  17545. * @param rootUrl The root url to use to load external dependencies like texture
  17546. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17547. * @returns the Parsed particle system
  17548. */
  17549. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17550. }
  17551. }
  17552. declare module "babylonjs/Particles/particle" {
  17553. import { Nullable } from "babylonjs/types";
  17554. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17555. import { Color4 } from "babylonjs/Maths/math.color";
  17556. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17557. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17558. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17559. /**
  17560. * A particle represents one of the element emitted by a particle system.
  17561. * This is mainly define by its coordinates, direction, velocity and age.
  17562. */
  17563. export class Particle {
  17564. /**
  17565. * The particle system the particle belongs to.
  17566. */
  17567. particleSystem: ParticleSystem;
  17568. private static _Count;
  17569. /**
  17570. * Unique ID of the particle
  17571. */
  17572. id: number;
  17573. /**
  17574. * The world position of the particle in the scene.
  17575. */
  17576. position: Vector3;
  17577. /**
  17578. * The world direction of the particle in the scene.
  17579. */
  17580. direction: Vector3;
  17581. /**
  17582. * The color of the particle.
  17583. */
  17584. color: Color4;
  17585. /**
  17586. * The color change of the particle per step.
  17587. */
  17588. colorStep: Color4;
  17589. /**
  17590. * Defines how long will the life of the particle be.
  17591. */
  17592. lifeTime: number;
  17593. /**
  17594. * The current age of the particle.
  17595. */
  17596. age: number;
  17597. /**
  17598. * The current size of the particle.
  17599. */
  17600. size: number;
  17601. /**
  17602. * The current scale of the particle.
  17603. */
  17604. scale: Vector2;
  17605. /**
  17606. * The current angle of the particle.
  17607. */
  17608. angle: number;
  17609. /**
  17610. * Defines how fast is the angle changing.
  17611. */
  17612. angularSpeed: number;
  17613. /**
  17614. * Defines the cell index used by the particle to be rendered from a sprite.
  17615. */
  17616. cellIndex: number;
  17617. /**
  17618. * The information required to support color remapping
  17619. */
  17620. remapData: Vector4;
  17621. /** @hidden */
  17622. _randomCellOffset?: number;
  17623. /** @hidden */
  17624. _initialDirection: Nullable<Vector3>;
  17625. /** @hidden */
  17626. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17627. /** @hidden */
  17628. _initialStartSpriteCellID: number;
  17629. /** @hidden */
  17630. _initialEndSpriteCellID: number;
  17631. /** @hidden */
  17632. _currentColorGradient: Nullable<ColorGradient>;
  17633. /** @hidden */
  17634. _currentColor1: Color4;
  17635. /** @hidden */
  17636. _currentColor2: Color4;
  17637. /** @hidden */
  17638. _currentSizeGradient: Nullable<FactorGradient>;
  17639. /** @hidden */
  17640. _currentSize1: number;
  17641. /** @hidden */
  17642. _currentSize2: number;
  17643. /** @hidden */
  17644. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17645. /** @hidden */
  17646. _currentAngularSpeed1: number;
  17647. /** @hidden */
  17648. _currentAngularSpeed2: number;
  17649. /** @hidden */
  17650. _currentVelocityGradient: Nullable<FactorGradient>;
  17651. /** @hidden */
  17652. _currentVelocity1: number;
  17653. /** @hidden */
  17654. _currentVelocity2: number;
  17655. /** @hidden */
  17656. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17657. /** @hidden */
  17658. _currentLimitVelocity1: number;
  17659. /** @hidden */
  17660. _currentLimitVelocity2: number;
  17661. /** @hidden */
  17662. _currentDragGradient: Nullable<FactorGradient>;
  17663. /** @hidden */
  17664. _currentDrag1: number;
  17665. /** @hidden */
  17666. _currentDrag2: number;
  17667. /** @hidden */
  17668. _randomNoiseCoordinates1: Vector3;
  17669. /** @hidden */
  17670. _randomNoiseCoordinates2: Vector3;
  17671. /**
  17672. * Creates a new instance Particle
  17673. * @param particleSystem the particle system the particle belongs to
  17674. */
  17675. constructor(
  17676. /**
  17677. * The particle system the particle belongs to.
  17678. */
  17679. particleSystem: ParticleSystem);
  17680. private updateCellInfoFromSystem;
  17681. /**
  17682. * Defines how the sprite cell index is updated for the particle
  17683. */
  17684. updateCellIndex(): void;
  17685. /** @hidden */
  17686. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17687. /** @hidden */
  17688. _inheritParticleInfoToSubEmitters(): void;
  17689. /** @hidden */
  17690. _reset(): void;
  17691. /**
  17692. * Copy the properties of particle to another one.
  17693. * @param other the particle to copy the information to.
  17694. */
  17695. copyTo(other: Particle): void;
  17696. }
  17697. }
  17698. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17699. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17700. import { Effect } from "babylonjs/Materials/effect";
  17701. import { Particle } from "babylonjs/Particles/particle";
  17702. /**
  17703. * Particle emitter represents a volume emitting particles.
  17704. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17705. */
  17706. export interface IParticleEmitterType {
  17707. /**
  17708. * Called by the particle System when the direction is computed for the created particle.
  17709. * @param worldMatrix is the world matrix of the particle system
  17710. * @param directionToUpdate is the direction vector to update with the result
  17711. * @param particle is the particle we are computed the direction for
  17712. */
  17713. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17714. /**
  17715. * Called by the particle System when the position is computed for the created particle.
  17716. * @param worldMatrix is the world matrix of the particle system
  17717. * @param positionToUpdate is the position vector to update with the result
  17718. * @param particle is the particle we are computed the position for
  17719. */
  17720. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17721. /**
  17722. * Clones the current emitter and returns a copy of it
  17723. * @returns the new emitter
  17724. */
  17725. clone(): IParticleEmitterType;
  17726. /**
  17727. * Called by the GPUParticleSystem to setup the update shader
  17728. * @param effect defines the update shader
  17729. */
  17730. applyToShader(effect: Effect): void;
  17731. /**
  17732. * Returns a string to use to update the GPU particles update shader
  17733. * @returns the effect defines string
  17734. */
  17735. getEffectDefines(): string;
  17736. /**
  17737. * Returns a string representing the class name
  17738. * @returns a string containing the class name
  17739. */
  17740. getClassName(): string;
  17741. /**
  17742. * Serializes the particle system to a JSON object.
  17743. * @returns the JSON object
  17744. */
  17745. serialize(): any;
  17746. /**
  17747. * Parse properties from a JSON object
  17748. * @param serializationObject defines the JSON object
  17749. */
  17750. parse(serializationObject: any): void;
  17751. }
  17752. }
  17753. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17754. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17755. import { Effect } from "babylonjs/Materials/effect";
  17756. import { Particle } from "babylonjs/Particles/particle";
  17757. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17758. /**
  17759. * Particle emitter emitting particles from the inside of a box.
  17760. * It emits the particles randomly between 2 given directions.
  17761. */
  17762. export class BoxParticleEmitter implements IParticleEmitterType {
  17763. /**
  17764. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17765. */
  17766. direction1: Vector3;
  17767. /**
  17768. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17769. */
  17770. direction2: Vector3;
  17771. /**
  17772. * 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.
  17773. */
  17774. minEmitBox: Vector3;
  17775. /**
  17776. * 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.
  17777. */
  17778. maxEmitBox: Vector3;
  17779. /**
  17780. * Creates a new instance BoxParticleEmitter
  17781. */
  17782. constructor();
  17783. /**
  17784. * Called by the particle System when the direction is computed for the created particle.
  17785. * @param worldMatrix is the world matrix of the particle system
  17786. * @param directionToUpdate is the direction vector to update with the result
  17787. * @param particle is the particle we are computed the direction for
  17788. */
  17789. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17790. /**
  17791. * Called by the particle System when the position is computed for the created particle.
  17792. * @param worldMatrix is the world matrix of the particle system
  17793. * @param positionToUpdate is the position vector to update with the result
  17794. * @param particle is the particle we are computed the position for
  17795. */
  17796. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17797. /**
  17798. * Clones the current emitter and returns a copy of it
  17799. * @returns the new emitter
  17800. */
  17801. clone(): BoxParticleEmitter;
  17802. /**
  17803. * Called by the GPUParticleSystem to setup the update shader
  17804. * @param effect defines the update shader
  17805. */
  17806. applyToShader(effect: Effect): void;
  17807. /**
  17808. * Returns a string to use to update the GPU particles update shader
  17809. * @returns a string containng the defines string
  17810. */
  17811. getEffectDefines(): string;
  17812. /**
  17813. * Returns the string "BoxParticleEmitter"
  17814. * @returns a string containing the class name
  17815. */
  17816. getClassName(): string;
  17817. /**
  17818. * Serializes the particle system to a JSON object.
  17819. * @returns the JSON object
  17820. */
  17821. serialize(): any;
  17822. /**
  17823. * Parse properties from a JSON object
  17824. * @param serializationObject defines the JSON object
  17825. */
  17826. parse(serializationObject: any): void;
  17827. }
  17828. }
  17829. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17830. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17831. import { Effect } from "babylonjs/Materials/effect";
  17832. import { Particle } from "babylonjs/Particles/particle";
  17833. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17834. /**
  17835. * Particle emitter emitting particles from the inside of a cone.
  17836. * It emits the particles alongside the cone volume from the base to the particle.
  17837. * The emission direction might be randomized.
  17838. */
  17839. export class ConeParticleEmitter implements IParticleEmitterType {
  17840. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17841. directionRandomizer: number;
  17842. private _radius;
  17843. private _angle;
  17844. private _height;
  17845. /**
  17846. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17847. */
  17848. radiusRange: number;
  17849. /**
  17850. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17851. */
  17852. heightRange: number;
  17853. /**
  17854. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17855. */
  17856. emitFromSpawnPointOnly: boolean;
  17857. /**
  17858. * Gets or sets the radius of the emission cone
  17859. */
  17860. radius: number;
  17861. /**
  17862. * Gets or sets the angle of the emission cone
  17863. */
  17864. angle: number;
  17865. private _buildHeight;
  17866. /**
  17867. * Creates a new instance ConeParticleEmitter
  17868. * @param radius the radius of the emission cone (1 by default)
  17869. * @param angle the cone base angle (PI by default)
  17870. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17871. */
  17872. constructor(radius?: number, angle?: number,
  17873. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17874. directionRandomizer?: number);
  17875. /**
  17876. * Called by the particle System when the direction is computed for the created particle.
  17877. * @param worldMatrix is the world matrix of the particle system
  17878. * @param directionToUpdate is the direction vector to update with the result
  17879. * @param particle is the particle we are computed the direction for
  17880. */
  17881. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17882. /**
  17883. * Called by the particle System when the position is computed for the created particle.
  17884. * @param worldMatrix is the world matrix of the particle system
  17885. * @param positionToUpdate is the position vector to update with the result
  17886. * @param particle is the particle we are computed the position for
  17887. */
  17888. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17889. /**
  17890. * Clones the current emitter and returns a copy of it
  17891. * @returns the new emitter
  17892. */
  17893. clone(): ConeParticleEmitter;
  17894. /**
  17895. * Called by the GPUParticleSystem to setup the update shader
  17896. * @param effect defines the update shader
  17897. */
  17898. applyToShader(effect: Effect): void;
  17899. /**
  17900. * Returns a string to use to update the GPU particles update shader
  17901. * @returns a string containng the defines string
  17902. */
  17903. getEffectDefines(): string;
  17904. /**
  17905. * Returns the string "ConeParticleEmitter"
  17906. * @returns a string containing the class name
  17907. */
  17908. getClassName(): string;
  17909. /**
  17910. * Serializes the particle system to a JSON object.
  17911. * @returns the JSON object
  17912. */
  17913. serialize(): any;
  17914. /**
  17915. * Parse properties from a JSON object
  17916. * @param serializationObject defines the JSON object
  17917. */
  17918. parse(serializationObject: any): void;
  17919. }
  17920. }
  17921. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17922. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17923. import { Effect } from "babylonjs/Materials/effect";
  17924. import { Particle } from "babylonjs/Particles/particle";
  17925. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17926. /**
  17927. * Particle emitter emitting particles from the inside of a cylinder.
  17928. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17929. */
  17930. export class CylinderParticleEmitter implements IParticleEmitterType {
  17931. /**
  17932. * The radius of the emission cylinder.
  17933. */
  17934. radius: number;
  17935. /**
  17936. * The height of the emission cylinder.
  17937. */
  17938. height: number;
  17939. /**
  17940. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17941. */
  17942. radiusRange: number;
  17943. /**
  17944. * How much to randomize the particle direction [0-1].
  17945. */
  17946. directionRandomizer: number;
  17947. /**
  17948. * Creates a new instance CylinderParticleEmitter
  17949. * @param radius the radius of the emission cylinder (1 by default)
  17950. * @param height the height of the emission cylinder (1 by default)
  17951. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17952. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17953. */
  17954. constructor(
  17955. /**
  17956. * The radius of the emission cylinder.
  17957. */
  17958. radius?: number,
  17959. /**
  17960. * The height of the emission cylinder.
  17961. */
  17962. height?: number,
  17963. /**
  17964. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17965. */
  17966. radiusRange?: number,
  17967. /**
  17968. * How much to randomize the particle direction [0-1].
  17969. */
  17970. directionRandomizer?: number);
  17971. /**
  17972. * Called by the particle System when the direction is computed for the created particle.
  17973. * @param worldMatrix is the world matrix of the particle system
  17974. * @param directionToUpdate is the direction vector to update with the result
  17975. * @param particle is the particle we are computed the direction for
  17976. */
  17977. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17978. /**
  17979. * Called by the particle System when the position is computed for the created particle.
  17980. * @param worldMatrix is the world matrix of the particle system
  17981. * @param positionToUpdate is the position vector to update with the result
  17982. * @param particle is the particle we are computed the position for
  17983. */
  17984. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17985. /**
  17986. * Clones the current emitter and returns a copy of it
  17987. * @returns the new emitter
  17988. */
  17989. clone(): CylinderParticleEmitter;
  17990. /**
  17991. * Called by the GPUParticleSystem to setup the update shader
  17992. * @param effect defines the update shader
  17993. */
  17994. applyToShader(effect: Effect): void;
  17995. /**
  17996. * Returns a string to use to update the GPU particles update shader
  17997. * @returns a string containng the defines string
  17998. */
  17999. getEffectDefines(): string;
  18000. /**
  18001. * Returns the string "CylinderParticleEmitter"
  18002. * @returns a string containing the class name
  18003. */
  18004. getClassName(): string;
  18005. /**
  18006. * Serializes the particle system to a JSON object.
  18007. * @returns the JSON object
  18008. */
  18009. serialize(): any;
  18010. /**
  18011. * Parse properties from a JSON object
  18012. * @param serializationObject defines the JSON object
  18013. */
  18014. parse(serializationObject: any): void;
  18015. }
  18016. /**
  18017. * Particle emitter emitting particles from the inside of a cylinder.
  18018. * It emits the particles randomly between two vectors.
  18019. */
  18020. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18021. /**
  18022. * The min limit of the emission direction.
  18023. */
  18024. direction1: Vector3;
  18025. /**
  18026. * The max limit of the emission direction.
  18027. */
  18028. direction2: Vector3;
  18029. /**
  18030. * Creates a new instance CylinderDirectedParticleEmitter
  18031. * @param radius the radius of the emission cylinder (1 by default)
  18032. * @param height the height of the emission cylinder (1 by default)
  18033. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18034. * @param direction1 the min limit of the emission direction (up vector by default)
  18035. * @param direction2 the max limit of the emission direction (up vector by default)
  18036. */
  18037. constructor(radius?: number, height?: number, radiusRange?: number,
  18038. /**
  18039. * The min limit of the emission direction.
  18040. */
  18041. direction1?: Vector3,
  18042. /**
  18043. * The max limit of the emission direction.
  18044. */
  18045. direction2?: Vector3);
  18046. /**
  18047. * Called by the particle System when the direction is computed for the created particle.
  18048. * @param worldMatrix is the world matrix of the particle system
  18049. * @param directionToUpdate is the direction vector to update with the result
  18050. * @param particle is the particle we are computed the direction for
  18051. */
  18052. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18053. /**
  18054. * Clones the current emitter and returns a copy of it
  18055. * @returns the new emitter
  18056. */
  18057. clone(): CylinderDirectedParticleEmitter;
  18058. /**
  18059. * Called by the GPUParticleSystem to setup the update shader
  18060. * @param effect defines the update shader
  18061. */
  18062. applyToShader(effect: Effect): void;
  18063. /**
  18064. * Returns a string to use to update the GPU particles update shader
  18065. * @returns a string containng the defines string
  18066. */
  18067. getEffectDefines(): string;
  18068. /**
  18069. * Returns the string "CylinderDirectedParticleEmitter"
  18070. * @returns a string containing the class name
  18071. */
  18072. getClassName(): string;
  18073. /**
  18074. * Serializes the particle system to a JSON object.
  18075. * @returns the JSON object
  18076. */
  18077. serialize(): any;
  18078. /**
  18079. * Parse properties from a JSON object
  18080. * @param serializationObject defines the JSON object
  18081. */
  18082. parse(serializationObject: any): void;
  18083. }
  18084. }
  18085. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18086. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18087. import { Effect } from "babylonjs/Materials/effect";
  18088. import { Particle } from "babylonjs/Particles/particle";
  18089. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18090. /**
  18091. * Particle emitter emitting particles from the inside of a hemisphere.
  18092. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18093. */
  18094. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18095. /**
  18096. * The radius of the emission hemisphere.
  18097. */
  18098. radius: number;
  18099. /**
  18100. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18101. */
  18102. radiusRange: number;
  18103. /**
  18104. * How much to randomize the particle direction [0-1].
  18105. */
  18106. directionRandomizer: number;
  18107. /**
  18108. * Creates a new instance HemisphericParticleEmitter
  18109. * @param radius the radius of the emission hemisphere (1 by default)
  18110. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18111. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18112. */
  18113. constructor(
  18114. /**
  18115. * The radius of the emission hemisphere.
  18116. */
  18117. radius?: number,
  18118. /**
  18119. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18120. */
  18121. radiusRange?: number,
  18122. /**
  18123. * How much to randomize the particle direction [0-1].
  18124. */
  18125. directionRandomizer?: number);
  18126. /**
  18127. * Called by the particle System when the direction is computed for the created particle.
  18128. * @param worldMatrix is the world matrix of the particle system
  18129. * @param directionToUpdate is the direction vector to update with the result
  18130. * @param particle is the particle we are computed the direction for
  18131. */
  18132. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18133. /**
  18134. * Called by the particle System when the position is computed for the created particle.
  18135. * @param worldMatrix is the world matrix of the particle system
  18136. * @param positionToUpdate is the position vector to update with the result
  18137. * @param particle is the particle we are computed the position for
  18138. */
  18139. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18140. /**
  18141. * Clones the current emitter and returns a copy of it
  18142. * @returns the new emitter
  18143. */
  18144. clone(): HemisphericParticleEmitter;
  18145. /**
  18146. * Called by the GPUParticleSystem to setup the update shader
  18147. * @param effect defines the update shader
  18148. */
  18149. applyToShader(effect: Effect): void;
  18150. /**
  18151. * Returns a string to use to update the GPU particles update shader
  18152. * @returns a string containng the defines string
  18153. */
  18154. getEffectDefines(): string;
  18155. /**
  18156. * Returns the string "HemisphericParticleEmitter"
  18157. * @returns a string containing the class name
  18158. */
  18159. getClassName(): string;
  18160. /**
  18161. * Serializes the particle system to a JSON object.
  18162. * @returns the JSON object
  18163. */
  18164. serialize(): any;
  18165. /**
  18166. * Parse properties from a JSON object
  18167. * @param serializationObject defines the JSON object
  18168. */
  18169. parse(serializationObject: any): void;
  18170. }
  18171. }
  18172. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18173. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18174. import { Effect } from "babylonjs/Materials/effect";
  18175. import { Particle } from "babylonjs/Particles/particle";
  18176. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18177. /**
  18178. * Particle emitter emitting particles from a point.
  18179. * It emits the particles randomly between 2 given directions.
  18180. */
  18181. export class PointParticleEmitter implements IParticleEmitterType {
  18182. /**
  18183. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18184. */
  18185. direction1: Vector3;
  18186. /**
  18187. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18188. */
  18189. direction2: Vector3;
  18190. /**
  18191. * Creates a new instance PointParticleEmitter
  18192. */
  18193. constructor();
  18194. /**
  18195. * Called by the particle System when the direction is computed for the created particle.
  18196. * @param worldMatrix is the world matrix of the particle system
  18197. * @param directionToUpdate is the direction vector to update with the result
  18198. * @param particle is the particle we are computed the direction for
  18199. */
  18200. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18201. /**
  18202. * Called by the particle System when the position is computed for the created particle.
  18203. * @param worldMatrix is the world matrix of the particle system
  18204. * @param positionToUpdate is the position vector to update with the result
  18205. * @param particle is the particle we are computed the position for
  18206. */
  18207. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18208. /**
  18209. * Clones the current emitter and returns a copy of it
  18210. * @returns the new emitter
  18211. */
  18212. clone(): PointParticleEmitter;
  18213. /**
  18214. * Called by the GPUParticleSystem to setup the update shader
  18215. * @param effect defines the update shader
  18216. */
  18217. applyToShader(effect: Effect): void;
  18218. /**
  18219. * Returns a string to use to update the GPU particles update shader
  18220. * @returns a string containng the defines string
  18221. */
  18222. getEffectDefines(): string;
  18223. /**
  18224. * Returns the string "PointParticleEmitter"
  18225. * @returns a string containing the class name
  18226. */
  18227. getClassName(): string;
  18228. /**
  18229. * Serializes the particle system to a JSON object.
  18230. * @returns the JSON object
  18231. */
  18232. serialize(): any;
  18233. /**
  18234. * Parse properties from a JSON object
  18235. * @param serializationObject defines the JSON object
  18236. */
  18237. parse(serializationObject: any): void;
  18238. }
  18239. }
  18240. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18241. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18242. import { Effect } from "babylonjs/Materials/effect";
  18243. import { Particle } from "babylonjs/Particles/particle";
  18244. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18245. /**
  18246. * Particle emitter emitting particles from the inside of a sphere.
  18247. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18248. */
  18249. export class SphereParticleEmitter implements IParticleEmitterType {
  18250. /**
  18251. * The radius of the emission sphere.
  18252. */
  18253. radius: number;
  18254. /**
  18255. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18256. */
  18257. radiusRange: number;
  18258. /**
  18259. * How much to randomize the particle direction [0-1].
  18260. */
  18261. directionRandomizer: number;
  18262. /**
  18263. * Creates a new instance SphereParticleEmitter
  18264. * @param radius the radius of the emission sphere (1 by default)
  18265. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18266. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18267. */
  18268. constructor(
  18269. /**
  18270. * The radius of the emission sphere.
  18271. */
  18272. radius?: number,
  18273. /**
  18274. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18275. */
  18276. radiusRange?: number,
  18277. /**
  18278. * How much to randomize the particle direction [0-1].
  18279. */
  18280. directionRandomizer?: number);
  18281. /**
  18282. * Called by the particle System when the direction is computed for the created particle.
  18283. * @param worldMatrix is the world matrix of the particle system
  18284. * @param directionToUpdate is the direction vector to update with the result
  18285. * @param particle is the particle we are computed the direction for
  18286. */
  18287. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18288. /**
  18289. * Called by the particle System when the position is computed for the created particle.
  18290. * @param worldMatrix is the world matrix of the particle system
  18291. * @param positionToUpdate is the position vector to update with the result
  18292. * @param particle is the particle we are computed the position for
  18293. */
  18294. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18295. /**
  18296. * Clones the current emitter and returns a copy of it
  18297. * @returns the new emitter
  18298. */
  18299. clone(): SphereParticleEmitter;
  18300. /**
  18301. * Called by the GPUParticleSystem to setup the update shader
  18302. * @param effect defines the update shader
  18303. */
  18304. applyToShader(effect: Effect): void;
  18305. /**
  18306. * Returns a string to use to update the GPU particles update shader
  18307. * @returns a string containng the defines string
  18308. */
  18309. getEffectDefines(): string;
  18310. /**
  18311. * Returns the string "SphereParticleEmitter"
  18312. * @returns a string containing the class name
  18313. */
  18314. getClassName(): string;
  18315. /**
  18316. * Serializes the particle system to a JSON object.
  18317. * @returns the JSON object
  18318. */
  18319. serialize(): any;
  18320. /**
  18321. * Parse properties from a JSON object
  18322. * @param serializationObject defines the JSON object
  18323. */
  18324. parse(serializationObject: any): void;
  18325. }
  18326. /**
  18327. * Particle emitter emitting particles from the inside of a sphere.
  18328. * It emits the particles randomly between two vectors.
  18329. */
  18330. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18331. /**
  18332. * The min limit of the emission direction.
  18333. */
  18334. direction1: Vector3;
  18335. /**
  18336. * The max limit of the emission direction.
  18337. */
  18338. direction2: Vector3;
  18339. /**
  18340. * Creates a new instance SphereDirectedParticleEmitter
  18341. * @param radius the radius of the emission sphere (1 by default)
  18342. * @param direction1 the min limit of the emission direction (up vector by default)
  18343. * @param direction2 the max limit of the emission direction (up vector by default)
  18344. */
  18345. constructor(radius?: number,
  18346. /**
  18347. * The min limit of the emission direction.
  18348. */
  18349. direction1?: Vector3,
  18350. /**
  18351. * The max limit of the emission direction.
  18352. */
  18353. direction2?: Vector3);
  18354. /**
  18355. * Called by the particle System when the direction is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param directionToUpdate is the direction vector to update with the result
  18358. * @param particle is the particle we are computed the direction for
  18359. */
  18360. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): SphereDirectedParticleEmitter;
  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 "SphereDirectedParticleEmitter"
  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. declare module "babylonjs/Particles/EmitterTypes/index" {
  18394. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18395. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18396. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18397. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18398. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18399. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18400. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18401. }
  18402. declare module "babylonjs/Particles/IParticleSystem" {
  18403. import { Nullable } from "babylonjs/types";
  18404. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18405. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18406. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18407. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18408. import { Texture } from "babylonjs/Materials/Textures/texture";
  18409. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18410. import { Scene } from "babylonjs/scene";
  18411. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18412. import { Animation } from "babylonjs/Animations/animation";
  18413. /**
  18414. * Interface representing a particle system in Babylon.js.
  18415. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18416. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18417. */
  18418. export interface IParticleSystem {
  18419. /**
  18420. * List of animations used by the particle system.
  18421. */
  18422. animations: Animation[];
  18423. /**
  18424. * The id of the Particle system.
  18425. */
  18426. id: string;
  18427. /**
  18428. * The name of the Particle system.
  18429. */
  18430. name: string;
  18431. /**
  18432. * The emitter represents the Mesh or position we are attaching the particle system to.
  18433. */
  18434. emitter: Nullable<AbstractMesh | Vector3>;
  18435. /**
  18436. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18437. */
  18438. isBillboardBased: boolean;
  18439. /**
  18440. * The rendering group used by the Particle system to chose when to render.
  18441. */
  18442. renderingGroupId: number;
  18443. /**
  18444. * The layer mask we are rendering the particles through.
  18445. */
  18446. layerMask: number;
  18447. /**
  18448. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18449. */
  18450. updateSpeed: number;
  18451. /**
  18452. * The amount of time the particle system is running (depends of the overall update speed).
  18453. */
  18454. targetStopDuration: number;
  18455. /**
  18456. * The texture used to render each particle. (this can be a spritesheet)
  18457. */
  18458. particleTexture: Nullable<Texture>;
  18459. /**
  18460. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18461. */
  18462. blendMode: number;
  18463. /**
  18464. * Minimum life time of emitting particles.
  18465. */
  18466. minLifeTime: number;
  18467. /**
  18468. * Maximum life time of emitting particles.
  18469. */
  18470. maxLifeTime: number;
  18471. /**
  18472. * Minimum Size of emitting particles.
  18473. */
  18474. minSize: number;
  18475. /**
  18476. * Maximum Size of emitting particles.
  18477. */
  18478. maxSize: number;
  18479. /**
  18480. * Minimum scale of emitting particles on X axis.
  18481. */
  18482. minScaleX: number;
  18483. /**
  18484. * Maximum scale of emitting particles on X axis.
  18485. */
  18486. maxScaleX: number;
  18487. /**
  18488. * Minimum scale of emitting particles on Y axis.
  18489. */
  18490. minScaleY: number;
  18491. /**
  18492. * Maximum scale of emitting particles on Y axis.
  18493. */
  18494. maxScaleY: number;
  18495. /**
  18496. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18497. */
  18498. color1: Color4;
  18499. /**
  18500. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18501. */
  18502. color2: Color4;
  18503. /**
  18504. * Color the particle will have at the end of its lifetime.
  18505. */
  18506. colorDead: Color4;
  18507. /**
  18508. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18509. */
  18510. emitRate: number;
  18511. /**
  18512. * You can use gravity if you want to give an orientation to your particles.
  18513. */
  18514. gravity: Vector3;
  18515. /**
  18516. * Minimum power of emitting particles.
  18517. */
  18518. minEmitPower: number;
  18519. /**
  18520. * Maximum power of emitting particles.
  18521. */
  18522. maxEmitPower: number;
  18523. /**
  18524. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18525. */
  18526. minAngularSpeed: number;
  18527. /**
  18528. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18529. */
  18530. maxAngularSpeed: number;
  18531. /**
  18532. * Gets or sets the minimal initial rotation in radians.
  18533. */
  18534. minInitialRotation: number;
  18535. /**
  18536. * Gets or sets the maximal initial rotation in radians.
  18537. */
  18538. maxInitialRotation: number;
  18539. /**
  18540. * The particle emitter type defines the emitter used by the particle system.
  18541. * It can be for example box, sphere, or cone...
  18542. */
  18543. particleEmitterType: Nullable<IParticleEmitterType>;
  18544. /**
  18545. * Defines the delay in milliseconds before starting the system (0 by default)
  18546. */
  18547. startDelay: number;
  18548. /**
  18549. * 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
  18550. */
  18551. preWarmCycles: number;
  18552. /**
  18553. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18554. */
  18555. preWarmStepOffset: number;
  18556. /**
  18557. * 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)
  18558. */
  18559. spriteCellChangeSpeed: number;
  18560. /**
  18561. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18562. */
  18563. startSpriteCellID: number;
  18564. /**
  18565. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18566. */
  18567. endSpriteCellID: number;
  18568. /**
  18569. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18570. */
  18571. spriteCellWidth: number;
  18572. /**
  18573. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18574. */
  18575. spriteCellHeight: number;
  18576. /**
  18577. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18578. */
  18579. spriteRandomStartCell: boolean;
  18580. /**
  18581. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18582. */
  18583. isAnimationSheetEnabled: boolean;
  18584. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18585. translationPivot: Vector2;
  18586. /**
  18587. * Gets or sets a texture used to add random noise to particle positions
  18588. */
  18589. noiseTexture: Nullable<BaseTexture>;
  18590. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18591. noiseStrength: Vector3;
  18592. /**
  18593. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18594. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18595. */
  18596. billboardMode: number;
  18597. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18598. limitVelocityDamping: number;
  18599. /**
  18600. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18601. */
  18602. beginAnimationOnStart: boolean;
  18603. /**
  18604. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18605. */
  18606. beginAnimationFrom: number;
  18607. /**
  18608. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18609. */
  18610. beginAnimationTo: number;
  18611. /**
  18612. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18613. */
  18614. beginAnimationLoop: boolean;
  18615. /**
  18616. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18617. */
  18618. disposeOnStop: boolean;
  18619. /**
  18620. * Gets the maximum number of particles active at the same time.
  18621. * @returns The max number of active particles.
  18622. */
  18623. getCapacity(): number;
  18624. /**
  18625. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18626. * @returns True if it has been started, otherwise false.
  18627. */
  18628. isStarted(): boolean;
  18629. /**
  18630. * Animates the particle system for this frame.
  18631. */
  18632. animate(): void;
  18633. /**
  18634. * Renders the particle system in its current state.
  18635. * @returns the current number of particles
  18636. */
  18637. render(): number;
  18638. /**
  18639. * Dispose the particle system and frees its associated resources.
  18640. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18641. */
  18642. dispose(disposeTexture?: boolean): void;
  18643. /**
  18644. * Clones the particle system.
  18645. * @param name The name of the cloned object
  18646. * @param newEmitter The new emitter to use
  18647. * @returns the cloned particle system
  18648. */
  18649. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18650. /**
  18651. * Serializes the particle system to a JSON object.
  18652. * @returns the JSON object
  18653. */
  18654. serialize(): any;
  18655. /**
  18656. * Rebuild the particle system
  18657. */
  18658. rebuild(): void;
  18659. /**
  18660. * Starts the particle system and begins to emit
  18661. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18662. */
  18663. start(delay?: number): void;
  18664. /**
  18665. * Stops the particle system.
  18666. */
  18667. stop(): void;
  18668. /**
  18669. * Remove all active particles
  18670. */
  18671. reset(): void;
  18672. /**
  18673. * Is this system ready to be used/rendered
  18674. * @return true if the system is ready
  18675. */
  18676. isReady(): boolean;
  18677. /**
  18678. * Adds a new color gradient
  18679. * @param gradient defines the gradient to use (between 0 and 1)
  18680. * @param color1 defines the color to affect to the specified gradient
  18681. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18682. * @returns the current particle system
  18683. */
  18684. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18685. /**
  18686. * Remove a specific color gradient
  18687. * @param gradient defines the gradient to remove
  18688. * @returns the current particle system
  18689. */
  18690. removeColorGradient(gradient: number): IParticleSystem;
  18691. /**
  18692. * Adds a new size gradient
  18693. * @param gradient defines the gradient to use (between 0 and 1)
  18694. * @param factor defines the size factor to affect to the specified gradient
  18695. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18696. * @returns the current particle system
  18697. */
  18698. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18699. /**
  18700. * Remove a specific size gradient
  18701. * @param gradient defines the gradient to remove
  18702. * @returns the current particle system
  18703. */
  18704. removeSizeGradient(gradient: number): IParticleSystem;
  18705. /**
  18706. * Gets the current list of color gradients.
  18707. * You must use addColorGradient and removeColorGradient to udpate this list
  18708. * @returns the list of color gradients
  18709. */
  18710. getColorGradients(): Nullable<Array<ColorGradient>>;
  18711. /**
  18712. * Gets the current list of size gradients.
  18713. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18714. * @returns the list of size gradients
  18715. */
  18716. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18717. /**
  18718. * Gets the current list of angular speed gradients.
  18719. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18720. * @returns the list of angular speed gradients
  18721. */
  18722. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18723. /**
  18724. * Adds a new angular speed gradient
  18725. * @param gradient defines the gradient to use (between 0 and 1)
  18726. * @param factor defines the angular speed to affect to the specified gradient
  18727. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18728. * @returns the current particle system
  18729. */
  18730. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18731. /**
  18732. * Remove a specific angular speed gradient
  18733. * @param gradient defines the gradient to remove
  18734. * @returns the current particle system
  18735. */
  18736. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18737. /**
  18738. * Gets the current list of velocity gradients.
  18739. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18740. * @returns the list of velocity gradients
  18741. */
  18742. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18743. /**
  18744. * Adds a new velocity gradient
  18745. * @param gradient defines the gradient to use (between 0 and 1)
  18746. * @param factor defines the velocity to affect to the specified gradient
  18747. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18748. * @returns the current particle system
  18749. */
  18750. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18751. /**
  18752. * Remove a specific velocity gradient
  18753. * @param gradient defines the gradient to remove
  18754. * @returns the current particle system
  18755. */
  18756. removeVelocityGradient(gradient: number): IParticleSystem;
  18757. /**
  18758. * Gets the current list of limit velocity gradients.
  18759. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18760. * @returns the list of limit velocity gradients
  18761. */
  18762. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18763. /**
  18764. * Adds a new limit velocity gradient
  18765. * @param gradient defines the gradient to use (between 0 and 1)
  18766. * @param factor defines the limit velocity to affect to the specified gradient
  18767. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18768. * @returns the current particle system
  18769. */
  18770. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18771. /**
  18772. * Remove a specific limit velocity gradient
  18773. * @param gradient defines the gradient to remove
  18774. * @returns the current particle system
  18775. */
  18776. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18777. /**
  18778. * Adds a new drag gradient
  18779. * @param gradient defines the gradient to use (between 0 and 1)
  18780. * @param factor defines the drag to affect to the specified gradient
  18781. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18782. * @returns the current particle system
  18783. */
  18784. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18785. /**
  18786. * Remove a specific drag gradient
  18787. * @param gradient defines the gradient to remove
  18788. * @returns the current particle system
  18789. */
  18790. removeDragGradient(gradient: number): IParticleSystem;
  18791. /**
  18792. * Gets the current list of drag gradients.
  18793. * You must use addDragGradient and removeDragGradient to udpate this list
  18794. * @returns the list of drag gradients
  18795. */
  18796. getDragGradients(): Nullable<Array<FactorGradient>>;
  18797. /**
  18798. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18799. * @param gradient defines the gradient to use (between 0 and 1)
  18800. * @param factor defines the emit rate to affect to the specified gradient
  18801. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18802. * @returns the current particle system
  18803. */
  18804. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18805. /**
  18806. * Remove a specific emit rate gradient
  18807. * @param gradient defines the gradient to remove
  18808. * @returns the current particle system
  18809. */
  18810. removeEmitRateGradient(gradient: number): IParticleSystem;
  18811. /**
  18812. * Gets the current list of emit rate gradients.
  18813. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18814. * @returns the list of emit rate gradients
  18815. */
  18816. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18817. /**
  18818. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18819. * @param gradient defines the gradient to use (between 0 and 1)
  18820. * @param factor defines the start size to affect to the specified gradient
  18821. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18822. * @returns the current particle system
  18823. */
  18824. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18825. /**
  18826. * Remove a specific start size gradient
  18827. * @param gradient defines the gradient to remove
  18828. * @returns the current particle system
  18829. */
  18830. removeStartSizeGradient(gradient: number): IParticleSystem;
  18831. /**
  18832. * Gets the current list of start size gradients.
  18833. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18834. * @returns the list of start size gradients
  18835. */
  18836. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18837. /**
  18838. * Adds a new life time gradient
  18839. * @param gradient defines the gradient to use (between 0 and 1)
  18840. * @param factor defines the life time factor to affect to the specified gradient
  18841. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18842. * @returns the current particle system
  18843. */
  18844. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18845. /**
  18846. * Remove a specific life time gradient
  18847. * @param gradient defines the gradient to remove
  18848. * @returns the current particle system
  18849. */
  18850. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18851. /**
  18852. * Gets the current list of life time gradients.
  18853. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18854. * @returns the list of life time gradients
  18855. */
  18856. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18857. /**
  18858. * Gets the current list of color gradients.
  18859. * You must use addColorGradient and removeColorGradient to udpate this list
  18860. * @returns the list of color gradients
  18861. */
  18862. getColorGradients(): Nullable<Array<ColorGradient>>;
  18863. /**
  18864. * Adds a new ramp gradient used to remap particle colors
  18865. * @param gradient defines the gradient to use (between 0 and 1)
  18866. * @param color defines the color to affect to the specified gradient
  18867. * @returns the current particle system
  18868. */
  18869. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18870. /**
  18871. * Gets the current list of ramp gradients.
  18872. * You must use addRampGradient and removeRampGradient to udpate this list
  18873. * @returns the list of ramp gradients
  18874. */
  18875. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18876. /** Gets or sets a boolean indicating that ramp gradients must be used
  18877. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18878. */
  18879. useRampGradients: boolean;
  18880. /**
  18881. * Adds a new color remap gradient
  18882. * @param gradient defines the gradient to use (between 0 and 1)
  18883. * @param min defines the color remap minimal range
  18884. * @param max defines the color remap maximal range
  18885. * @returns the current particle system
  18886. */
  18887. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of color remap gradients.
  18890. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18891. * @returns the list of color remap gradients
  18892. */
  18893. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new alpha remap gradient
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param min defines the alpha remap minimal range
  18898. * @param max defines the alpha remap maximal range
  18899. * @returns the current particle system
  18900. */
  18901. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18902. /**
  18903. * Gets the current list of alpha remap gradients.
  18904. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18905. * @returns the list of alpha remap gradients
  18906. */
  18907. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18908. /**
  18909. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18910. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18911. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18912. * @returns the emitter
  18913. */
  18914. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18915. /**
  18916. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18917. * @param radius The radius of the hemisphere to emit from
  18918. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18919. * @returns the emitter
  18920. */
  18921. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18922. /**
  18923. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18924. * @param radius The radius of the sphere to emit from
  18925. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18926. * @returns the emitter
  18927. */
  18928. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18929. /**
  18930. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18931. * @param radius The radius of the sphere to emit from
  18932. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18933. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18934. * @returns the emitter
  18935. */
  18936. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18937. /**
  18938. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18939. * @param radius The radius of the emission cylinder
  18940. * @param height The height of the emission cylinder
  18941. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18942. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18943. * @returns the emitter
  18944. */
  18945. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18946. /**
  18947. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18948. * @param radius The radius of the cylinder to emit from
  18949. * @param height The height of the emission cylinder
  18950. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18953. * @returns the emitter
  18954. */
  18955. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18958. * @param radius The radius of the cone to emit from
  18959. * @param angle The base angle of the cone
  18960. * @returns the emitter
  18961. */
  18962. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18963. /**
  18964. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18965. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18966. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18967. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18968. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18969. * @returns the emitter
  18970. */
  18971. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18972. /**
  18973. * Get hosting scene
  18974. * @returns the scene
  18975. */
  18976. getScene(): Scene;
  18977. }
  18978. }
  18979. declare module "babylonjs/Meshes/instancedMesh" {
  18980. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  18981. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18982. import { Camera } from "babylonjs/Cameras/camera";
  18983. import { Node } from "babylonjs/node";
  18984. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18985. import { Mesh } from "babylonjs/Meshes/mesh";
  18986. import { Material } from "babylonjs/Materials/material";
  18987. import { Skeleton } from "babylonjs/Bones/skeleton";
  18988. import { Light } from "babylonjs/Lights/light";
  18989. /**
  18990. * Creates an instance based on a source mesh.
  18991. */
  18992. export class InstancedMesh extends AbstractMesh {
  18993. private _sourceMesh;
  18994. private _currentLOD;
  18995. /** @hidden */
  18996. _indexInSourceMeshInstanceArray: number;
  18997. constructor(name: string, source: Mesh);
  18998. /**
  18999. * Returns the string "InstancedMesh".
  19000. */
  19001. getClassName(): string;
  19002. /** Gets the list of lights affecting that mesh */
  19003. readonly lightSources: Light[];
  19004. _resyncLightSources(): void;
  19005. _resyncLighSource(light: Light): void;
  19006. _removeLightSource(light: Light): void;
  19007. /**
  19008. * If the source mesh receives shadows
  19009. */
  19010. readonly receiveShadows: boolean;
  19011. /**
  19012. * The material of the source mesh
  19013. */
  19014. readonly material: Nullable<Material>;
  19015. /**
  19016. * Visibility of the source mesh
  19017. */
  19018. readonly visibility: number;
  19019. /**
  19020. * Skeleton of the source mesh
  19021. */
  19022. readonly skeleton: Nullable<Skeleton>;
  19023. /**
  19024. * Rendering ground id of the source mesh
  19025. */
  19026. renderingGroupId: number;
  19027. /**
  19028. * Returns the total number of vertices (integer).
  19029. */
  19030. getTotalVertices(): number;
  19031. /**
  19032. * Returns a positive integer : the total number of indices in this mesh geometry.
  19033. * @returns the numner of indices or zero if the mesh has no geometry.
  19034. */
  19035. getTotalIndices(): number;
  19036. /**
  19037. * The source mesh of the instance
  19038. */
  19039. readonly sourceMesh: Mesh;
  19040. /**
  19041. * Is this node ready to be used/rendered
  19042. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19043. * @return {boolean} is it ready
  19044. */
  19045. isReady(completeCheck?: boolean): boolean;
  19046. /**
  19047. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19048. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19049. * @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.
  19050. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19051. */
  19052. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19053. /**
  19054. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19055. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19056. * The `data` are either a numeric array either a Float32Array.
  19057. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19058. * 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).
  19059. * Note that a new underlying VertexBuffer object is created each call.
  19060. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19061. *
  19062. * Possible `kind` values :
  19063. * - VertexBuffer.PositionKind
  19064. * - VertexBuffer.UVKind
  19065. * - VertexBuffer.UV2Kind
  19066. * - VertexBuffer.UV3Kind
  19067. * - VertexBuffer.UV4Kind
  19068. * - VertexBuffer.UV5Kind
  19069. * - VertexBuffer.UV6Kind
  19070. * - VertexBuffer.ColorKind
  19071. * - VertexBuffer.MatricesIndicesKind
  19072. * - VertexBuffer.MatricesIndicesExtraKind
  19073. * - VertexBuffer.MatricesWeightsKind
  19074. * - VertexBuffer.MatricesWeightsExtraKind
  19075. *
  19076. * Returns the Mesh.
  19077. */
  19078. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19079. /**
  19080. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19081. * If the mesh has no geometry, it is simply returned as it is.
  19082. * The `data` are either a numeric array either a Float32Array.
  19083. * No new underlying VertexBuffer object is created.
  19084. * 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.
  19085. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19086. *
  19087. * Possible `kind` values :
  19088. * - VertexBuffer.PositionKind
  19089. * - VertexBuffer.UVKind
  19090. * - VertexBuffer.UV2Kind
  19091. * - VertexBuffer.UV3Kind
  19092. * - VertexBuffer.UV4Kind
  19093. * - VertexBuffer.UV5Kind
  19094. * - VertexBuffer.UV6Kind
  19095. * - VertexBuffer.ColorKind
  19096. * - VertexBuffer.MatricesIndicesKind
  19097. * - VertexBuffer.MatricesIndicesExtraKind
  19098. * - VertexBuffer.MatricesWeightsKind
  19099. * - VertexBuffer.MatricesWeightsExtraKind
  19100. *
  19101. * Returns the Mesh.
  19102. */
  19103. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19104. /**
  19105. * Sets the mesh indices.
  19106. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19107. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19108. * This method creates a new index buffer each call.
  19109. * Returns the Mesh.
  19110. */
  19111. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19112. /**
  19113. * Boolean : True if the mesh owns the requested kind of data.
  19114. */
  19115. isVerticesDataPresent(kind: string): boolean;
  19116. /**
  19117. * Returns an array of indices (IndicesArray).
  19118. */
  19119. getIndices(): Nullable<IndicesArray>;
  19120. readonly _positions: Nullable<Vector3[]>;
  19121. /**
  19122. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19123. * This means the mesh underlying bounding box and sphere are recomputed.
  19124. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19125. * @returns the current mesh
  19126. */
  19127. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19128. /** @hidden */
  19129. _preActivate(): InstancedMesh;
  19130. /** @hidden */
  19131. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19132. /** @hidden */
  19133. _postActivate(): void;
  19134. getWorldMatrix(): Matrix;
  19135. readonly isAnInstance: boolean;
  19136. /**
  19137. * Returns the current associated LOD AbstractMesh.
  19138. */
  19139. getLOD(camera: Camera): AbstractMesh;
  19140. /** @hidden */
  19141. _syncSubMeshes(): InstancedMesh;
  19142. /** @hidden */
  19143. _generatePointsArray(): boolean;
  19144. /**
  19145. * Creates a new InstancedMesh from the current mesh.
  19146. * - name (string) : the cloned mesh name
  19147. * - newParent (optional Node) : the optional Node to parent the clone to.
  19148. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19149. *
  19150. * Returns the clone.
  19151. */
  19152. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19153. /**
  19154. * Disposes the InstancedMesh.
  19155. * Returns nothing.
  19156. */
  19157. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19158. }
  19159. }
  19160. declare module "babylonjs/Materials/shaderMaterial" {
  19161. import { Scene } from "babylonjs/scene";
  19162. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19164. import { Mesh } from "babylonjs/Meshes/mesh";
  19165. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19166. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19167. import { Texture } from "babylonjs/Materials/Textures/texture";
  19168. import { Material } from "babylonjs/Materials/material";
  19169. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19170. /**
  19171. * Defines the options associated with the creation of a shader material.
  19172. */
  19173. export interface IShaderMaterialOptions {
  19174. /**
  19175. * Does the material work in alpha blend mode
  19176. */
  19177. needAlphaBlending: boolean;
  19178. /**
  19179. * Does the material work in alpha test mode
  19180. */
  19181. needAlphaTesting: boolean;
  19182. /**
  19183. * The list of attribute names used in the shader
  19184. */
  19185. attributes: string[];
  19186. /**
  19187. * The list of unifrom names used in the shader
  19188. */
  19189. uniforms: string[];
  19190. /**
  19191. * The list of UBO names used in the shader
  19192. */
  19193. uniformBuffers: string[];
  19194. /**
  19195. * The list of sampler names used in the shader
  19196. */
  19197. samplers: string[];
  19198. /**
  19199. * The list of defines used in the shader
  19200. */
  19201. defines: string[];
  19202. }
  19203. /**
  19204. * 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.
  19205. *
  19206. * This returned material effects how the mesh will look based on the code in the shaders.
  19207. *
  19208. * @see http://doc.babylonjs.com/how_to/shader_material
  19209. */
  19210. export class ShaderMaterial extends Material {
  19211. private _shaderPath;
  19212. private _options;
  19213. private _textures;
  19214. private _textureArrays;
  19215. private _floats;
  19216. private _ints;
  19217. private _floatsArrays;
  19218. private _colors3;
  19219. private _colors3Arrays;
  19220. private _colors4;
  19221. private _colors4Arrays;
  19222. private _vectors2;
  19223. private _vectors3;
  19224. private _vectors4;
  19225. private _matrices;
  19226. private _matrices3x3;
  19227. private _matrices2x2;
  19228. private _vectors2Arrays;
  19229. private _vectors3Arrays;
  19230. private _vectors4Arrays;
  19231. private _cachedWorldViewMatrix;
  19232. private _cachedWorldViewProjectionMatrix;
  19233. private _renderId;
  19234. /**
  19235. * Instantiate a new shader material.
  19236. * 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.
  19237. * This returned material effects how the mesh will look based on the code in the shaders.
  19238. * @see http://doc.babylonjs.com/how_to/shader_material
  19239. * @param name Define the name of the material in the scene
  19240. * @param scene Define the scene the material belongs to
  19241. * @param shaderPath Defines the route to the shader code in one of three ways:
  19242. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19243. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19244. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19245. * @param options Define the options used to create the shader
  19246. */
  19247. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19248. /**
  19249. * Gets the options used to compile the shader.
  19250. * They can be modified to trigger a new compilation
  19251. */
  19252. readonly options: IShaderMaterialOptions;
  19253. /**
  19254. * Gets the current class name of the material e.g. "ShaderMaterial"
  19255. * Mainly use in serialization.
  19256. * @returns the class name
  19257. */
  19258. getClassName(): string;
  19259. /**
  19260. * Specifies if the material will require alpha blending
  19261. * @returns a boolean specifying if alpha blending is needed
  19262. */
  19263. needAlphaBlending(): boolean;
  19264. /**
  19265. * Specifies if this material should be rendered in alpha test mode
  19266. * @returns a boolean specifying if an alpha test is needed.
  19267. */
  19268. needAlphaTesting(): boolean;
  19269. private _checkUniform;
  19270. /**
  19271. * Set a texture in the shader.
  19272. * @param name Define the name of the uniform samplers as defined in the shader
  19273. * @param texture Define the texture to bind to this sampler
  19274. * @return the material itself allowing "fluent" like uniform updates
  19275. */
  19276. setTexture(name: string, texture: Texture): ShaderMaterial;
  19277. /**
  19278. * Set a texture array in the shader.
  19279. * @param name Define the name of the uniform sampler array as defined in the shader
  19280. * @param textures Define the list of textures to bind to this sampler
  19281. * @return the material itself allowing "fluent" like uniform updates
  19282. */
  19283. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19284. /**
  19285. * Set a float in the shader.
  19286. * @param name Define the name of the uniform as defined in the shader
  19287. * @param value Define the value to give to the uniform
  19288. * @return the material itself allowing "fluent" like uniform updates
  19289. */
  19290. setFloat(name: string, value: number): ShaderMaterial;
  19291. /**
  19292. * Set a int in the shader.
  19293. * @param name Define the name of the uniform as defined in the shader
  19294. * @param value Define the value to give to the uniform
  19295. * @return the material itself allowing "fluent" like uniform updates
  19296. */
  19297. setInt(name: string, value: number): ShaderMaterial;
  19298. /**
  19299. * Set an array of floats in the shader.
  19300. * @param name Define the name of the uniform as defined in the shader
  19301. * @param value Define the value to give to the uniform
  19302. * @return the material itself allowing "fluent" like uniform updates
  19303. */
  19304. setFloats(name: string, value: number[]): ShaderMaterial;
  19305. /**
  19306. * Set a vec3 in the shader from a Color3.
  19307. * @param name Define the name of the uniform as defined in the shader
  19308. * @param value Define the value to give to the uniform
  19309. * @return the material itself allowing "fluent" like uniform updates
  19310. */
  19311. setColor3(name: string, value: Color3): ShaderMaterial;
  19312. /**
  19313. * Set a vec3 array in the shader from a Color3 array.
  19314. * @param name Define the name of the uniform as defined in the shader
  19315. * @param value Define the value to give to the uniform
  19316. * @return the material itself allowing "fluent" like uniform updates
  19317. */
  19318. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19319. /**
  19320. * Set a vec4 in the shader from a Color4.
  19321. * @param name Define the name of the uniform as defined in the shader
  19322. * @param value Define the value to give to the uniform
  19323. * @return the material itself allowing "fluent" like uniform updates
  19324. */
  19325. setColor4(name: string, value: Color4): ShaderMaterial;
  19326. /**
  19327. * Set a vec4 array in the shader from a Color4 array.
  19328. * @param name Define the name of the uniform as defined in the shader
  19329. * @param value Define the value to give to the uniform
  19330. * @return the material itself allowing "fluent" like uniform updates
  19331. */
  19332. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19333. /**
  19334. * Set a vec2 in the shader from a Vector2.
  19335. * @param name Define the name of the uniform as defined in the shader
  19336. * @param value Define the value to give to the uniform
  19337. * @return the material itself allowing "fluent" like uniform updates
  19338. */
  19339. setVector2(name: string, value: Vector2): ShaderMaterial;
  19340. /**
  19341. * Set a vec3 in the shader from a Vector3.
  19342. * @param name Define the name of the uniform as defined in the shader
  19343. * @param value Define the value to give to the uniform
  19344. * @return the material itself allowing "fluent" like uniform updates
  19345. */
  19346. setVector3(name: string, value: Vector3): ShaderMaterial;
  19347. /**
  19348. * Set a vec4 in the shader from a Vector4.
  19349. * @param name Define the name of the uniform as defined in the shader
  19350. * @param value Define the value to give to the uniform
  19351. * @return the material itself allowing "fluent" like uniform updates
  19352. */
  19353. setVector4(name: string, value: Vector4): ShaderMaterial;
  19354. /**
  19355. * Set a mat4 in the shader from a Matrix.
  19356. * @param name Define the name of the uniform as defined in the shader
  19357. * @param value Define the value to give to the uniform
  19358. * @return the material itself allowing "fluent" like uniform updates
  19359. */
  19360. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19361. /**
  19362. * Set a mat3 in the shader from a Float32Array.
  19363. * @param name Define the name of the uniform as defined in the shader
  19364. * @param value Define the value to give to the uniform
  19365. * @return the material itself allowing "fluent" like uniform updates
  19366. */
  19367. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19368. /**
  19369. * Set a mat2 in the shader from a Float32Array.
  19370. * @param name Define the name of the uniform as defined in the shader
  19371. * @param value Define the value to give to the uniform
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19375. /**
  19376. * Set a vec2 array in the shader from a number array.
  19377. * @param name Define the name of the uniform as defined in the shader
  19378. * @param value Define the value to give to the uniform
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setArray2(name: string, value: number[]): ShaderMaterial;
  19382. /**
  19383. * Set a vec3 array in the shader from a number array.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setArray3(name: string, value: number[]): ShaderMaterial;
  19389. /**
  19390. * Set a vec4 array in the shader from a number array.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setArray4(name: string, value: number[]): ShaderMaterial;
  19396. private _checkCache;
  19397. /**
  19398. * Specifies that the submesh is ready to be used
  19399. * @param mesh defines the mesh to check
  19400. * @param subMesh defines which submesh to check
  19401. * @param useInstances specifies that instances should be used
  19402. * @returns a boolean indicating that the submesh is ready or not
  19403. */
  19404. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19405. /**
  19406. * Checks if the material is ready to render the requested mesh
  19407. * @param mesh Define the mesh to render
  19408. * @param useInstances Define whether or not the material is used with instances
  19409. * @returns true if ready, otherwise false
  19410. */
  19411. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19412. /**
  19413. * Binds the world matrix to the material
  19414. * @param world defines the world transformation matrix
  19415. */
  19416. bindOnlyWorldMatrix(world: Matrix): void;
  19417. /**
  19418. * Binds the material to the mesh
  19419. * @param world defines the world transformation matrix
  19420. * @param mesh defines the mesh to bind the material to
  19421. */
  19422. bind(world: Matrix, mesh?: Mesh): void;
  19423. /**
  19424. * Gets the active textures from the material
  19425. * @returns an array of textures
  19426. */
  19427. getActiveTextures(): BaseTexture[];
  19428. /**
  19429. * Specifies if the material uses a texture
  19430. * @param texture defines the texture to check against the material
  19431. * @returns a boolean specifying if the material uses the texture
  19432. */
  19433. hasTexture(texture: BaseTexture): boolean;
  19434. /**
  19435. * Makes a duplicate of the material, and gives it a new name
  19436. * @param name defines the new name for the duplicated material
  19437. * @returns the cloned material
  19438. */
  19439. clone(name: string): ShaderMaterial;
  19440. /**
  19441. * Disposes the material
  19442. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19443. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19444. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19445. */
  19446. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19447. /**
  19448. * Serializes this material in a JSON representation
  19449. * @returns the serialized material object
  19450. */
  19451. serialize(): any;
  19452. /**
  19453. * Creates a shader material from parsed shader material data
  19454. * @param source defines the JSON represnetation of the material
  19455. * @param scene defines the hosting scene
  19456. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19457. * @returns a new material
  19458. */
  19459. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19460. }
  19461. }
  19462. declare module "babylonjs/Shaders/color.fragment" {
  19463. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19464. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19465. /** @hidden */
  19466. export var colorPixelShader: {
  19467. name: string;
  19468. shader: string;
  19469. };
  19470. }
  19471. declare module "babylonjs/Shaders/color.vertex" {
  19472. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19473. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19474. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19475. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19476. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19477. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19478. /** @hidden */
  19479. export var colorVertexShader: {
  19480. name: string;
  19481. shader: string;
  19482. };
  19483. }
  19484. declare module "babylonjs/Meshes/linesMesh" {
  19485. import { Nullable } from "babylonjs/types";
  19486. import { Scene } from "babylonjs/scene";
  19487. import { Color3 } from "babylonjs/Maths/math.color";
  19488. import { Node } from "babylonjs/node";
  19489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19490. import { Mesh } from "babylonjs/Meshes/mesh";
  19491. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19492. import { Effect } from "babylonjs/Materials/effect";
  19493. import { Material } from "babylonjs/Materials/material";
  19494. import "babylonjs/Shaders/color.fragment";
  19495. import "babylonjs/Shaders/color.vertex";
  19496. /**
  19497. * Line mesh
  19498. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19499. */
  19500. export class LinesMesh extends Mesh {
  19501. /**
  19502. * If vertex color should be applied to the mesh
  19503. */
  19504. readonly useVertexColor?: boolean | undefined;
  19505. /**
  19506. * If vertex alpha should be applied to the mesh
  19507. */
  19508. readonly useVertexAlpha?: boolean | undefined;
  19509. /**
  19510. * Color of the line (Default: White)
  19511. */
  19512. color: Color3;
  19513. /**
  19514. * Alpha of the line (Default: 1)
  19515. */
  19516. alpha: number;
  19517. /**
  19518. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19519. * This margin is expressed in world space coordinates, so its value may vary.
  19520. * Default value is 0.1
  19521. */
  19522. intersectionThreshold: number;
  19523. private _colorShader;
  19524. private color4;
  19525. /**
  19526. * Creates a new LinesMesh
  19527. * @param name defines the name
  19528. * @param scene defines the hosting scene
  19529. * @param parent defines the parent mesh if any
  19530. * @param source defines the optional source LinesMesh used to clone data from
  19531. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19532. * When false, achieved by calling a clone(), also passing False.
  19533. * This will make creation of children, recursive.
  19534. * @param useVertexColor defines if this LinesMesh supports vertex color
  19535. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19536. */
  19537. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19538. /**
  19539. * If vertex color should be applied to the mesh
  19540. */
  19541. useVertexColor?: boolean | undefined,
  19542. /**
  19543. * If vertex alpha should be applied to the mesh
  19544. */
  19545. useVertexAlpha?: boolean | undefined);
  19546. private _addClipPlaneDefine;
  19547. private _removeClipPlaneDefine;
  19548. isReady(): boolean;
  19549. /**
  19550. * Returns the string "LineMesh"
  19551. */
  19552. getClassName(): string;
  19553. /**
  19554. * @hidden
  19555. */
  19556. /**
  19557. * @hidden
  19558. */
  19559. material: Material;
  19560. /**
  19561. * @hidden
  19562. */
  19563. readonly checkCollisions: boolean;
  19564. /** @hidden */
  19565. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19566. /** @hidden */
  19567. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19568. /**
  19569. * Disposes of the line mesh
  19570. * @param doNotRecurse If children should be disposed
  19571. */
  19572. dispose(doNotRecurse?: boolean): void;
  19573. /**
  19574. * Returns a new LineMesh object cloned from the current one.
  19575. */
  19576. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19577. /**
  19578. * Creates a new InstancedLinesMesh object from the mesh model.
  19579. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19580. * @param name defines the name of the new instance
  19581. * @returns a new InstancedLinesMesh
  19582. */
  19583. createInstance(name: string): InstancedLinesMesh;
  19584. }
  19585. /**
  19586. * Creates an instance based on a source LinesMesh
  19587. */
  19588. export class InstancedLinesMesh extends InstancedMesh {
  19589. /**
  19590. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19591. * This margin is expressed in world space coordinates, so its value may vary.
  19592. * Initilized with the intersectionThreshold value of the source LinesMesh
  19593. */
  19594. intersectionThreshold: number;
  19595. constructor(name: string, source: LinesMesh);
  19596. /**
  19597. * Returns the string "InstancedLinesMesh".
  19598. */
  19599. getClassName(): string;
  19600. }
  19601. }
  19602. declare module "babylonjs/Shaders/line.fragment" {
  19603. /** @hidden */
  19604. export var linePixelShader: {
  19605. name: string;
  19606. shader: string;
  19607. };
  19608. }
  19609. declare module "babylonjs/Shaders/line.vertex" {
  19610. /** @hidden */
  19611. export var lineVertexShader: {
  19612. name: string;
  19613. shader: string;
  19614. };
  19615. }
  19616. declare module "babylonjs/Rendering/edgesRenderer" {
  19617. import { Nullable } from "babylonjs/types";
  19618. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19620. import { Vector3 } from "babylonjs/Maths/math.vector";
  19621. import { IDisposable } from "babylonjs/scene";
  19622. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19623. import "babylonjs/Shaders/line.fragment";
  19624. import "babylonjs/Shaders/line.vertex";
  19625. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19626. module "babylonjs/Meshes/abstractMesh" {
  19627. interface AbstractMesh {
  19628. /**
  19629. * Gets the edgesRenderer associated with the mesh
  19630. */
  19631. edgesRenderer: Nullable<EdgesRenderer>;
  19632. }
  19633. }
  19634. module "babylonjs/Meshes/linesMesh" {
  19635. interface LinesMesh {
  19636. /**
  19637. * Enables the edge rendering mode on the mesh.
  19638. * This mode makes the mesh edges visible
  19639. * @param epsilon defines the maximal distance between two angles to detect a face
  19640. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19641. * @returns the currentAbstractMesh
  19642. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19643. */
  19644. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19645. }
  19646. }
  19647. module "babylonjs/Meshes/linesMesh" {
  19648. interface InstancedLinesMesh {
  19649. /**
  19650. * Enables the edge rendering mode on the mesh.
  19651. * This mode makes the mesh edges visible
  19652. * @param epsilon defines the maximal distance between two angles to detect a face
  19653. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19654. * @returns the current InstancedLinesMesh
  19655. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19656. */
  19657. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19658. }
  19659. }
  19660. /**
  19661. * Defines the minimum contract an Edges renderer should follow.
  19662. */
  19663. export interface IEdgesRenderer extends IDisposable {
  19664. /**
  19665. * Gets or sets a boolean indicating if the edgesRenderer is active
  19666. */
  19667. isEnabled: boolean;
  19668. /**
  19669. * Renders the edges of the attached mesh,
  19670. */
  19671. render(): void;
  19672. /**
  19673. * Checks wether or not the edges renderer is ready to render.
  19674. * @return true if ready, otherwise false.
  19675. */
  19676. isReady(): boolean;
  19677. }
  19678. /**
  19679. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19680. */
  19681. export class EdgesRenderer implements IEdgesRenderer {
  19682. /**
  19683. * Define the size of the edges with an orthographic camera
  19684. */
  19685. edgesWidthScalerForOrthographic: number;
  19686. /**
  19687. * Define the size of the edges with a perspective camera
  19688. */
  19689. edgesWidthScalerForPerspective: number;
  19690. protected _source: AbstractMesh;
  19691. protected _linesPositions: number[];
  19692. protected _linesNormals: number[];
  19693. protected _linesIndices: number[];
  19694. protected _epsilon: number;
  19695. protected _indicesCount: number;
  19696. protected _lineShader: ShaderMaterial;
  19697. protected _ib: DataBuffer;
  19698. protected _buffers: {
  19699. [key: string]: Nullable<VertexBuffer>;
  19700. };
  19701. protected _checkVerticesInsteadOfIndices: boolean;
  19702. private _meshRebuildObserver;
  19703. private _meshDisposeObserver;
  19704. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19705. isEnabled: boolean;
  19706. /**
  19707. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19708. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19709. * @param source Mesh used to create edges
  19710. * @param epsilon sum of angles in adjacency to check for edge
  19711. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19712. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19713. */
  19714. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19715. protected _prepareRessources(): void;
  19716. /** @hidden */
  19717. _rebuild(): void;
  19718. /**
  19719. * Releases the required resources for the edges renderer
  19720. */
  19721. dispose(): void;
  19722. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19723. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19724. /**
  19725. * Checks if the pair of p0 and p1 is en edge
  19726. * @param faceIndex
  19727. * @param edge
  19728. * @param faceNormals
  19729. * @param p0
  19730. * @param p1
  19731. * @private
  19732. */
  19733. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19734. /**
  19735. * push line into the position, normal and index buffer
  19736. * @protected
  19737. */
  19738. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19739. /**
  19740. * Generates lines edges from adjacencjes
  19741. * @private
  19742. */
  19743. _generateEdgesLines(): void;
  19744. /**
  19745. * Checks wether or not the edges renderer is ready to render.
  19746. * @return true if ready, otherwise false.
  19747. */
  19748. isReady(): boolean;
  19749. /**
  19750. * Renders the edges of the attached mesh,
  19751. */
  19752. render(): void;
  19753. }
  19754. /**
  19755. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19756. */
  19757. export class LineEdgesRenderer extends EdgesRenderer {
  19758. /**
  19759. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19760. * @param source LineMesh used to generate edges
  19761. * @param epsilon not important (specified angle for edge detection)
  19762. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19763. */
  19764. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19765. /**
  19766. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19767. */
  19768. _generateEdgesLines(): void;
  19769. }
  19770. }
  19771. declare module "babylonjs/Rendering/renderingGroup" {
  19772. import { SmartArray } from "babylonjs/Misc/smartArray";
  19773. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19774. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19775. import { Nullable } from "babylonjs/types";
  19776. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19777. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19778. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19779. import { Material } from "babylonjs/Materials/material";
  19780. import { Scene } from "babylonjs/scene";
  19781. /**
  19782. * This represents the object necessary to create a rendering group.
  19783. * This is exclusively used and created by the rendering manager.
  19784. * To modify the behavior, you use the available helpers in your scene or meshes.
  19785. * @hidden
  19786. */
  19787. export class RenderingGroup {
  19788. index: number;
  19789. private static _zeroVector;
  19790. private _scene;
  19791. private _opaqueSubMeshes;
  19792. private _transparentSubMeshes;
  19793. private _alphaTestSubMeshes;
  19794. private _depthOnlySubMeshes;
  19795. private _particleSystems;
  19796. private _spriteManagers;
  19797. private _opaqueSortCompareFn;
  19798. private _alphaTestSortCompareFn;
  19799. private _transparentSortCompareFn;
  19800. private _renderOpaque;
  19801. private _renderAlphaTest;
  19802. private _renderTransparent;
  19803. /** @hidden */
  19804. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19805. onBeforeTransparentRendering: () => void;
  19806. /**
  19807. * Set the opaque sort comparison function.
  19808. * If null the sub meshes will be render in the order they were created
  19809. */
  19810. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19811. /**
  19812. * Set the alpha test sort comparison function.
  19813. * If null the sub meshes will be render in the order they were created
  19814. */
  19815. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19816. /**
  19817. * Set the transparent sort comparison function.
  19818. * If null the sub meshes will be render in the order they were created
  19819. */
  19820. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19821. /**
  19822. * Creates a new rendering group.
  19823. * @param index The rendering group index
  19824. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19825. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19826. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19827. */
  19828. 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>);
  19829. /**
  19830. * Render all the sub meshes contained in the group.
  19831. * @param customRenderFunction Used to override the default render behaviour of the group.
  19832. * @returns true if rendered some submeshes.
  19833. */
  19834. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19835. /**
  19836. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19837. * @param subMeshes The submeshes to render
  19838. */
  19839. private renderOpaqueSorted;
  19840. /**
  19841. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19842. * @param subMeshes The submeshes to render
  19843. */
  19844. private renderAlphaTestSorted;
  19845. /**
  19846. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19847. * @param subMeshes The submeshes to render
  19848. */
  19849. private renderTransparentSorted;
  19850. /**
  19851. * Renders the submeshes in a specified order.
  19852. * @param subMeshes The submeshes to sort before render
  19853. * @param sortCompareFn The comparison function use to sort
  19854. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19855. * @param transparent Specifies to activate blending if true
  19856. */
  19857. private static renderSorted;
  19858. /**
  19859. * Renders the submeshes in the order they were dispatched (no sort applied).
  19860. * @param subMeshes The submeshes to render
  19861. */
  19862. private static renderUnsorted;
  19863. /**
  19864. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19865. * are rendered back to front if in the same alpha index.
  19866. *
  19867. * @param a The first submesh
  19868. * @param b The second submesh
  19869. * @returns The result of the comparison
  19870. */
  19871. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19872. /**
  19873. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19874. * are rendered back to front.
  19875. *
  19876. * @param a The first submesh
  19877. * @param b The second submesh
  19878. * @returns The result of the comparison
  19879. */
  19880. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19881. /**
  19882. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19883. * are rendered front to back (prevent overdraw).
  19884. *
  19885. * @param a The first submesh
  19886. * @param b The second submesh
  19887. * @returns The result of the comparison
  19888. */
  19889. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19890. /**
  19891. * Resets the different lists of submeshes to prepare a new frame.
  19892. */
  19893. prepare(): void;
  19894. dispose(): void;
  19895. /**
  19896. * Inserts the submesh in its correct queue depending on its material.
  19897. * @param subMesh The submesh to dispatch
  19898. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19899. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19900. */
  19901. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19902. dispatchSprites(spriteManager: ISpriteManager): void;
  19903. dispatchParticles(particleSystem: IParticleSystem): void;
  19904. private _renderParticles;
  19905. private _renderSprites;
  19906. }
  19907. }
  19908. declare module "babylonjs/Rendering/renderingManager" {
  19909. import { Nullable } from "babylonjs/types";
  19910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19911. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19912. import { SmartArray } from "babylonjs/Misc/smartArray";
  19913. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19914. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19915. import { Material } from "babylonjs/Materials/material";
  19916. import { Scene } from "babylonjs/scene";
  19917. import { Camera } from "babylonjs/Cameras/camera";
  19918. /**
  19919. * Interface describing the different options available in the rendering manager
  19920. * regarding Auto Clear between groups.
  19921. */
  19922. export interface IRenderingManagerAutoClearSetup {
  19923. /**
  19924. * Defines whether or not autoclear is enable.
  19925. */
  19926. autoClear: boolean;
  19927. /**
  19928. * Defines whether or not to autoclear the depth buffer.
  19929. */
  19930. depth: boolean;
  19931. /**
  19932. * Defines whether or not to autoclear the stencil buffer.
  19933. */
  19934. stencil: boolean;
  19935. }
  19936. /**
  19937. * This class is used by the onRenderingGroupObservable
  19938. */
  19939. export class RenderingGroupInfo {
  19940. /**
  19941. * The Scene that being rendered
  19942. */
  19943. scene: Scene;
  19944. /**
  19945. * The camera currently used for the rendering pass
  19946. */
  19947. camera: Nullable<Camera>;
  19948. /**
  19949. * The ID of the renderingGroup being processed
  19950. */
  19951. renderingGroupId: number;
  19952. }
  19953. /**
  19954. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19955. * It is enable to manage the different groups as well as the different necessary sort functions.
  19956. * This should not be used directly aside of the few static configurations
  19957. */
  19958. export class RenderingManager {
  19959. /**
  19960. * The max id used for rendering groups (not included)
  19961. */
  19962. static MAX_RENDERINGGROUPS: number;
  19963. /**
  19964. * The min id used for rendering groups (included)
  19965. */
  19966. static MIN_RENDERINGGROUPS: number;
  19967. /**
  19968. * Used to globally prevent autoclearing scenes.
  19969. */
  19970. static AUTOCLEAR: boolean;
  19971. /**
  19972. * @hidden
  19973. */
  19974. _useSceneAutoClearSetup: boolean;
  19975. private _scene;
  19976. private _renderingGroups;
  19977. private _depthStencilBufferAlreadyCleaned;
  19978. private _autoClearDepthStencil;
  19979. private _customOpaqueSortCompareFn;
  19980. private _customAlphaTestSortCompareFn;
  19981. private _customTransparentSortCompareFn;
  19982. private _renderingGroupInfo;
  19983. /**
  19984. * Instantiates a new rendering group for a particular scene
  19985. * @param scene Defines the scene the groups belongs to
  19986. */
  19987. constructor(scene: Scene);
  19988. private _clearDepthStencilBuffer;
  19989. /**
  19990. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  19991. * @hidden
  19992. */
  19993. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  19994. /**
  19995. * Resets the different information of the group to prepare a new frame
  19996. * @hidden
  19997. */
  19998. reset(): void;
  19999. /**
  20000. * Dispose and release the group and its associated resources.
  20001. * @hidden
  20002. */
  20003. dispose(): void;
  20004. /**
  20005. * Clear the info related to rendering groups preventing retention points during dispose.
  20006. */
  20007. freeRenderingGroups(): void;
  20008. private _prepareRenderingGroup;
  20009. /**
  20010. * Add a sprite manager to the rendering manager in order to render it this frame.
  20011. * @param spriteManager Define the sprite manager to render
  20012. */
  20013. dispatchSprites(spriteManager: ISpriteManager): void;
  20014. /**
  20015. * Add a particle system to the rendering manager in order to render it this frame.
  20016. * @param particleSystem Define the particle system to render
  20017. */
  20018. dispatchParticles(particleSystem: IParticleSystem): void;
  20019. /**
  20020. * Add a submesh to the manager in order to render it this frame
  20021. * @param subMesh The submesh to dispatch
  20022. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20023. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20024. */
  20025. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20026. /**
  20027. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20028. * This allowed control for front to back rendering or reversly depending of the special needs.
  20029. *
  20030. * @param renderingGroupId The rendering group id corresponding to its index
  20031. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20032. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20033. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20034. */
  20035. 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;
  20036. /**
  20037. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20038. *
  20039. * @param renderingGroupId The rendering group id corresponding to its index
  20040. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20041. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20042. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20043. */
  20044. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20045. /**
  20046. * Gets the current auto clear configuration for one rendering group of the rendering
  20047. * manager.
  20048. * @param index the rendering group index to get the information for
  20049. * @returns The auto clear setup for the requested rendering group
  20050. */
  20051. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20052. }
  20053. }
  20054. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20055. import { Observable } from "babylonjs/Misc/observable";
  20056. import { SmartArray } from "babylonjs/Misc/smartArray";
  20057. import { Nullable } from "babylonjs/types";
  20058. import { Camera } from "babylonjs/Cameras/camera";
  20059. import { Scene } from "babylonjs/scene";
  20060. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20061. import { Color4 } from "babylonjs/Maths/math.color";
  20062. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20064. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20065. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20066. import { Texture } from "babylonjs/Materials/Textures/texture";
  20067. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20068. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20069. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20070. import { Engine } from "babylonjs/Engines/engine";
  20071. /**
  20072. * This Helps creating a texture that will be created from a camera in your scene.
  20073. * It is basically a dynamic texture that could be used to create special effects for instance.
  20074. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20075. */
  20076. export class RenderTargetTexture extends Texture {
  20077. isCube: boolean;
  20078. /**
  20079. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20080. */
  20081. static readonly REFRESHRATE_RENDER_ONCE: number;
  20082. /**
  20083. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20084. */
  20085. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20086. /**
  20087. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20088. * the central point of your effect and can save a lot of performances.
  20089. */
  20090. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20091. /**
  20092. * Use this predicate to dynamically define the list of mesh you want to render.
  20093. * If set, the renderList property will be overwritten.
  20094. */
  20095. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20096. private _renderList;
  20097. /**
  20098. * Use this list to define the list of mesh you want to render.
  20099. */
  20100. renderList: Nullable<Array<AbstractMesh>>;
  20101. private _hookArray;
  20102. /**
  20103. * Define if particles should be rendered in your texture.
  20104. */
  20105. renderParticles: boolean;
  20106. /**
  20107. * Define if sprites should be rendered in your texture.
  20108. */
  20109. renderSprites: boolean;
  20110. /**
  20111. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20112. */
  20113. coordinatesMode: number;
  20114. /**
  20115. * Define the camera used to render the texture.
  20116. */
  20117. activeCamera: Nullable<Camera>;
  20118. /**
  20119. * Override the render function of the texture with your own one.
  20120. */
  20121. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20122. /**
  20123. * Define if camera post processes should be use while rendering the texture.
  20124. */
  20125. useCameraPostProcesses: boolean;
  20126. /**
  20127. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20128. */
  20129. ignoreCameraViewport: boolean;
  20130. private _postProcessManager;
  20131. private _postProcesses;
  20132. private _resizeObserver;
  20133. /**
  20134. * An event triggered when the texture is unbind.
  20135. */
  20136. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20137. /**
  20138. * An event triggered when the texture is unbind.
  20139. */
  20140. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20141. private _onAfterUnbindObserver;
  20142. /**
  20143. * Set a after unbind callback in the texture.
  20144. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20145. */
  20146. onAfterUnbind: () => void;
  20147. /**
  20148. * An event triggered before rendering the texture
  20149. */
  20150. onBeforeRenderObservable: Observable<number>;
  20151. private _onBeforeRenderObserver;
  20152. /**
  20153. * Set a before render callback in the texture.
  20154. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20155. */
  20156. onBeforeRender: (faceIndex: number) => void;
  20157. /**
  20158. * An event triggered after rendering the texture
  20159. */
  20160. onAfterRenderObservable: Observable<number>;
  20161. private _onAfterRenderObserver;
  20162. /**
  20163. * Set a after render callback in the texture.
  20164. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20165. */
  20166. onAfterRender: (faceIndex: number) => void;
  20167. /**
  20168. * An event triggered after the texture clear
  20169. */
  20170. onClearObservable: Observable<Engine>;
  20171. private _onClearObserver;
  20172. /**
  20173. * Set a clear callback in the texture.
  20174. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20175. */
  20176. onClear: (Engine: Engine) => void;
  20177. /**
  20178. * Define the clear color of the Render Target if it should be different from the scene.
  20179. */
  20180. clearColor: Color4;
  20181. protected _size: number | {
  20182. width: number;
  20183. height: number;
  20184. };
  20185. protected _initialSizeParameter: number | {
  20186. width: number;
  20187. height: number;
  20188. } | {
  20189. ratio: number;
  20190. };
  20191. protected _sizeRatio: Nullable<number>;
  20192. /** @hidden */
  20193. _generateMipMaps: boolean;
  20194. protected _renderingManager: RenderingManager;
  20195. /** @hidden */
  20196. _waitingRenderList: string[];
  20197. protected _doNotChangeAspectRatio: boolean;
  20198. protected _currentRefreshId: number;
  20199. protected _refreshRate: number;
  20200. protected _textureMatrix: Matrix;
  20201. protected _samples: number;
  20202. protected _renderTargetOptions: RenderTargetCreationOptions;
  20203. /**
  20204. * Gets render target creation options that were used.
  20205. */
  20206. readonly renderTargetOptions: RenderTargetCreationOptions;
  20207. protected _engine: Engine;
  20208. protected _onRatioRescale(): void;
  20209. /**
  20210. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20211. * It must define where the camera used to render the texture is set
  20212. */
  20213. boundingBoxPosition: Vector3;
  20214. private _boundingBoxSize;
  20215. /**
  20216. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20217. * When defined, the cubemap will switch to local mode
  20218. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20219. * @example https://www.babylonjs-playground.com/#RNASML
  20220. */
  20221. boundingBoxSize: Vector3;
  20222. /**
  20223. * In case the RTT has been created with a depth texture, get the associated
  20224. * depth texture.
  20225. * Otherwise, return null.
  20226. */
  20227. depthStencilTexture: Nullable<InternalTexture>;
  20228. /**
  20229. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20230. * or used a shadow, depth texture...
  20231. * @param name The friendly name of the texture
  20232. * @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)
  20233. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20234. * @param generateMipMaps True if mip maps need to be generated after render.
  20235. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20236. * @param type The type of the buffer in the RTT (int, half float, float...)
  20237. * @param isCube True if a cube texture needs to be created
  20238. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20239. * @param generateDepthBuffer True to generate a depth buffer
  20240. * @param generateStencilBuffer True to generate a stencil buffer
  20241. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20242. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20243. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20244. */
  20245. constructor(name: string, size: number | {
  20246. width: number;
  20247. height: number;
  20248. } | {
  20249. ratio: number;
  20250. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20251. /**
  20252. * Creates a depth stencil texture.
  20253. * This is only available in WebGL 2 or with the depth texture extension available.
  20254. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20255. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20256. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20257. */
  20258. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20259. private _processSizeParameter;
  20260. /**
  20261. * Define the number of samples to use in case of MSAA.
  20262. * It defaults to one meaning no MSAA has been enabled.
  20263. */
  20264. samples: number;
  20265. /**
  20266. * Resets the refresh counter of the texture and start bak from scratch.
  20267. * Could be useful to regenerate the texture if it is setup to render only once.
  20268. */
  20269. resetRefreshCounter(): void;
  20270. /**
  20271. * Define the refresh rate of the texture or the rendering frequency.
  20272. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20273. */
  20274. refreshRate: number;
  20275. /**
  20276. * Adds a post process to the render target rendering passes.
  20277. * @param postProcess define the post process to add
  20278. */
  20279. addPostProcess(postProcess: PostProcess): void;
  20280. /**
  20281. * Clear all the post processes attached to the render target
  20282. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20283. */
  20284. clearPostProcesses(dispose?: boolean): void;
  20285. /**
  20286. * Remove one of the post process from the list of attached post processes to the texture
  20287. * @param postProcess define the post process to remove from the list
  20288. */
  20289. removePostProcess(postProcess: PostProcess): void;
  20290. /** @hidden */
  20291. _shouldRender(): boolean;
  20292. /**
  20293. * Gets the actual render size of the texture.
  20294. * @returns the width of the render size
  20295. */
  20296. getRenderSize(): number;
  20297. /**
  20298. * Gets the actual render width of the texture.
  20299. * @returns the width of the render size
  20300. */
  20301. getRenderWidth(): number;
  20302. /**
  20303. * Gets the actual render height of the texture.
  20304. * @returns the height of the render size
  20305. */
  20306. getRenderHeight(): number;
  20307. /**
  20308. * Get if the texture can be rescaled or not.
  20309. */
  20310. readonly canRescale: boolean;
  20311. /**
  20312. * Resize the texture using a ratio.
  20313. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20314. */
  20315. scale(ratio: number): void;
  20316. /**
  20317. * Get the texture reflection matrix used to rotate/transform the reflection.
  20318. * @returns the reflection matrix
  20319. */
  20320. getReflectionTextureMatrix(): Matrix;
  20321. /**
  20322. * Resize the texture to a new desired size.
  20323. * Be carrefull as it will recreate all the data in the new texture.
  20324. * @param size Define the new size. It can be:
  20325. * - a number for squared texture,
  20326. * - an object containing { width: number, height: number }
  20327. * - or an object containing a ratio { ratio: number }
  20328. */
  20329. resize(size: number | {
  20330. width: number;
  20331. height: number;
  20332. } | {
  20333. ratio: number;
  20334. }): void;
  20335. /**
  20336. * Renders all the objects from the render list into the texture.
  20337. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20338. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20339. */
  20340. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20341. private _bestReflectionRenderTargetDimension;
  20342. /**
  20343. * @hidden
  20344. * @param faceIndex face index to bind to if this is a cubetexture
  20345. */
  20346. _bindFrameBuffer(faceIndex?: number): void;
  20347. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20348. private renderToTarget;
  20349. /**
  20350. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20351. * This allowed control for front to back rendering or reversly depending of the special needs.
  20352. *
  20353. * @param renderingGroupId The rendering group id corresponding to its index
  20354. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20355. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20356. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20357. */
  20358. 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;
  20359. /**
  20360. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20361. *
  20362. * @param renderingGroupId The rendering group id corresponding to its index
  20363. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20364. */
  20365. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20366. /**
  20367. * Clones the texture.
  20368. * @returns the cloned texture
  20369. */
  20370. clone(): RenderTargetTexture;
  20371. /**
  20372. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20373. * @returns The JSON representation of the texture
  20374. */
  20375. serialize(): any;
  20376. /**
  20377. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20378. */
  20379. disposeFramebufferObjects(): void;
  20380. /**
  20381. * Dispose the texture and release its associated resources.
  20382. */
  20383. dispose(): void;
  20384. /** @hidden */
  20385. _rebuild(): void;
  20386. /**
  20387. * Clear the info related to rendering groups preventing retention point in material dispose.
  20388. */
  20389. freeRenderingGroups(): void;
  20390. /**
  20391. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20392. * @returns the view count
  20393. */
  20394. getViewCount(): number;
  20395. }
  20396. }
  20397. declare module "babylonjs/Materials/material" {
  20398. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20399. import { SmartArray } from "babylonjs/Misc/smartArray";
  20400. import { Observable } from "babylonjs/Misc/observable";
  20401. import { Nullable } from "babylonjs/types";
  20402. import { Scene } from "babylonjs/scene";
  20403. import { Matrix } from "babylonjs/Maths/math.vector";
  20404. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20406. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20407. import { Effect } from "babylonjs/Materials/effect";
  20408. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20409. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20410. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20411. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20412. import { Mesh } from "babylonjs/Meshes/mesh";
  20413. import { Animation } from "babylonjs/Animations/animation";
  20414. /**
  20415. * Base class for the main features of a material in Babylon.js
  20416. */
  20417. export class Material implements IAnimatable {
  20418. /**
  20419. * Returns the triangle fill mode
  20420. */
  20421. static readonly TriangleFillMode: number;
  20422. /**
  20423. * Returns the wireframe mode
  20424. */
  20425. static readonly WireFrameFillMode: number;
  20426. /**
  20427. * Returns the point fill mode
  20428. */
  20429. static readonly PointFillMode: number;
  20430. /**
  20431. * Returns the point list draw mode
  20432. */
  20433. static readonly PointListDrawMode: number;
  20434. /**
  20435. * Returns the line list draw mode
  20436. */
  20437. static readonly LineListDrawMode: number;
  20438. /**
  20439. * Returns the line loop draw mode
  20440. */
  20441. static readonly LineLoopDrawMode: number;
  20442. /**
  20443. * Returns the line strip draw mode
  20444. */
  20445. static readonly LineStripDrawMode: number;
  20446. /**
  20447. * Returns the triangle strip draw mode
  20448. */
  20449. static readonly TriangleStripDrawMode: number;
  20450. /**
  20451. * Returns the triangle fan draw mode
  20452. */
  20453. static readonly TriangleFanDrawMode: number;
  20454. /**
  20455. * Stores the clock-wise side orientation
  20456. */
  20457. static readonly ClockWiseSideOrientation: number;
  20458. /**
  20459. * Stores the counter clock-wise side orientation
  20460. */
  20461. static readonly CounterClockWiseSideOrientation: number;
  20462. /**
  20463. * The dirty texture flag value
  20464. */
  20465. static readonly TextureDirtyFlag: number;
  20466. /**
  20467. * The dirty light flag value
  20468. */
  20469. static readonly LightDirtyFlag: number;
  20470. /**
  20471. * The dirty fresnel flag value
  20472. */
  20473. static readonly FresnelDirtyFlag: number;
  20474. /**
  20475. * The dirty attribute flag value
  20476. */
  20477. static readonly AttributesDirtyFlag: number;
  20478. /**
  20479. * The dirty misc flag value
  20480. */
  20481. static readonly MiscDirtyFlag: number;
  20482. /**
  20483. * The all dirty flag value
  20484. */
  20485. static readonly AllDirtyFlag: number;
  20486. /**
  20487. * The ID of the material
  20488. */
  20489. id: string;
  20490. /**
  20491. * Gets or sets the unique id of the material
  20492. */
  20493. uniqueId: number;
  20494. /**
  20495. * The name of the material
  20496. */
  20497. name: string;
  20498. /**
  20499. * Gets or sets user defined metadata
  20500. */
  20501. metadata: any;
  20502. /**
  20503. * For internal use only. Please do not use.
  20504. */
  20505. reservedDataStore: any;
  20506. /**
  20507. * Specifies if the ready state should be checked on each call
  20508. */
  20509. checkReadyOnEveryCall: boolean;
  20510. /**
  20511. * Specifies if the ready state should be checked once
  20512. */
  20513. checkReadyOnlyOnce: boolean;
  20514. /**
  20515. * The state of the material
  20516. */
  20517. state: string;
  20518. /**
  20519. * The alpha value of the material
  20520. */
  20521. protected _alpha: number;
  20522. /**
  20523. * List of inspectable custom properties (used by the Inspector)
  20524. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20525. */
  20526. inspectableCustomProperties: IInspectable[];
  20527. /**
  20528. * Sets the alpha value of the material
  20529. */
  20530. /**
  20531. * Gets the alpha value of the material
  20532. */
  20533. alpha: number;
  20534. /**
  20535. * Specifies if back face culling is enabled
  20536. */
  20537. protected _backFaceCulling: boolean;
  20538. /**
  20539. * Sets the back-face culling state
  20540. */
  20541. /**
  20542. * Gets the back-face culling state
  20543. */
  20544. backFaceCulling: boolean;
  20545. /**
  20546. * Stores the value for side orientation
  20547. */
  20548. sideOrientation: number;
  20549. /**
  20550. * Callback triggered when the material is compiled
  20551. */
  20552. onCompiled: Nullable<(effect: Effect) => void>;
  20553. /**
  20554. * Callback triggered when an error occurs
  20555. */
  20556. onError: Nullable<(effect: Effect, errors: string) => void>;
  20557. /**
  20558. * Callback triggered to get the render target textures
  20559. */
  20560. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20561. /**
  20562. * Gets a boolean indicating that current material needs to register RTT
  20563. */
  20564. readonly hasRenderTargetTextures: boolean;
  20565. /**
  20566. * Specifies if the material should be serialized
  20567. */
  20568. doNotSerialize: boolean;
  20569. /**
  20570. * @hidden
  20571. */
  20572. _storeEffectOnSubMeshes: boolean;
  20573. /**
  20574. * Stores the animations for the material
  20575. */
  20576. animations: Nullable<Array<Animation>>;
  20577. /**
  20578. * An event triggered when the material is disposed
  20579. */
  20580. onDisposeObservable: Observable<Material>;
  20581. /**
  20582. * An observer which watches for dispose events
  20583. */
  20584. private _onDisposeObserver;
  20585. private _onUnBindObservable;
  20586. /**
  20587. * Called during a dispose event
  20588. */
  20589. onDispose: () => void;
  20590. private _onBindObservable;
  20591. /**
  20592. * An event triggered when the material is bound
  20593. */
  20594. readonly onBindObservable: Observable<AbstractMesh>;
  20595. /**
  20596. * An observer which watches for bind events
  20597. */
  20598. private _onBindObserver;
  20599. /**
  20600. * Called during a bind event
  20601. */
  20602. onBind: (Mesh: AbstractMesh) => void;
  20603. /**
  20604. * An event triggered when the material is unbound
  20605. */
  20606. readonly onUnBindObservable: Observable<Material>;
  20607. /**
  20608. * Stores the value of the alpha mode
  20609. */
  20610. private _alphaMode;
  20611. /**
  20612. * Sets the value of the alpha mode.
  20613. *
  20614. * | Value | Type | Description |
  20615. * | --- | --- | --- |
  20616. * | 0 | ALPHA_DISABLE | |
  20617. * | 1 | ALPHA_ADD | |
  20618. * | 2 | ALPHA_COMBINE | |
  20619. * | 3 | ALPHA_SUBTRACT | |
  20620. * | 4 | ALPHA_MULTIPLY | |
  20621. * | 5 | ALPHA_MAXIMIZED | |
  20622. * | 6 | ALPHA_ONEONE | |
  20623. * | 7 | ALPHA_PREMULTIPLIED | |
  20624. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20625. * | 9 | ALPHA_INTERPOLATE | |
  20626. * | 10 | ALPHA_SCREENMODE | |
  20627. *
  20628. */
  20629. /**
  20630. * Gets the value of the alpha mode
  20631. */
  20632. alphaMode: number;
  20633. /**
  20634. * Stores the state of the need depth pre-pass value
  20635. */
  20636. private _needDepthPrePass;
  20637. /**
  20638. * Sets the need depth pre-pass value
  20639. */
  20640. /**
  20641. * Gets the depth pre-pass value
  20642. */
  20643. needDepthPrePass: boolean;
  20644. /**
  20645. * Specifies if depth writing should be disabled
  20646. */
  20647. disableDepthWrite: boolean;
  20648. /**
  20649. * Specifies if depth writing should be forced
  20650. */
  20651. forceDepthWrite: boolean;
  20652. /**
  20653. * Specifies if there should be a separate pass for culling
  20654. */
  20655. separateCullingPass: boolean;
  20656. /**
  20657. * Stores the state specifing if fog should be enabled
  20658. */
  20659. private _fogEnabled;
  20660. /**
  20661. * Sets the state for enabling fog
  20662. */
  20663. /**
  20664. * Gets the value of the fog enabled state
  20665. */
  20666. fogEnabled: boolean;
  20667. /**
  20668. * Stores the size of points
  20669. */
  20670. pointSize: number;
  20671. /**
  20672. * Stores the z offset value
  20673. */
  20674. zOffset: number;
  20675. /**
  20676. * Gets a value specifying if wireframe mode is enabled
  20677. */
  20678. /**
  20679. * Sets the state of wireframe mode
  20680. */
  20681. wireframe: boolean;
  20682. /**
  20683. * Gets the value specifying if point clouds are enabled
  20684. */
  20685. /**
  20686. * Sets the state of point cloud mode
  20687. */
  20688. pointsCloud: boolean;
  20689. /**
  20690. * Gets the material fill mode
  20691. */
  20692. /**
  20693. * Sets the material fill mode
  20694. */
  20695. fillMode: number;
  20696. /**
  20697. * @hidden
  20698. * Stores the effects for the material
  20699. */
  20700. _effect: Nullable<Effect>;
  20701. /**
  20702. * @hidden
  20703. * Specifies if the material was previously ready
  20704. */
  20705. _wasPreviouslyReady: boolean;
  20706. /**
  20707. * Specifies if uniform buffers should be used
  20708. */
  20709. private _useUBO;
  20710. /**
  20711. * Stores a reference to the scene
  20712. */
  20713. private _scene;
  20714. /**
  20715. * Stores the fill mode state
  20716. */
  20717. private _fillMode;
  20718. /**
  20719. * Specifies if the depth write state should be cached
  20720. */
  20721. private _cachedDepthWriteState;
  20722. /**
  20723. * Stores the uniform buffer
  20724. */
  20725. protected _uniformBuffer: UniformBuffer;
  20726. /** @hidden */
  20727. _indexInSceneMaterialArray: number;
  20728. /** @hidden */
  20729. meshMap: Nullable<{
  20730. [id: string]: AbstractMesh | undefined;
  20731. }>;
  20732. /**
  20733. * Creates a material instance
  20734. * @param name defines the name of the material
  20735. * @param scene defines the scene to reference
  20736. * @param doNotAdd specifies if the material should be added to the scene
  20737. */
  20738. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20739. /**
  20740. * Returns a string representation of the current material
  20741. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20742. * @returns a string with material information
  20743. */
  20744. toString(fullDetails?: boolean): string;
  20745. /**
  20746. * Gets the class name of the material
  20747. * @returns a string with the class name of the material
  20748. */
  20749. getClassName(): string;
  20750. /**
  20751. * Specifies if updates for the material been locked
  20752. */
  20753. readonly isFrozen: boolean;
  20754. /**
  20755. * Locks updates for the material
  20756. */
  20757. freeze(): void;
  20758. /**
  20759. * Unlocks updates for the material
  20760. */
  20761. unfreeze(): void;
  20762. /**
  20763. * Specifies if the material is ready to be used
  20764. * @param mesh defines the mesh to check
  20765. * @param useInstances specifies if instances should be used
  20766. * @returns a boolean indicating if the material is ready to be used
  20767. */
  20768. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20769. /**
  20770. * Specifies that the submesh is ready to be used
  20771. * @param mesh defines the mesh to check
  20772. * @param subMesh defines which submesh to check
  20773. * @param useInstances specifies that instances should be used
  20774. * @returns a boolean indicating that the submesh is ready or not
  20775. */
  20776. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20777. /**
  20778. * Returns the material effect
  20779. * @returns the effect associated with the material
  20780. */
  20781. getEffect(): Nullable<Effect>;
  20782. /**
  20783. * Returns the current scene
  20784. * @returns a Scene
  20785. */
  20786. getScene(): Scene;
  20787. /**
  20788. * Specifies if the material will require alpha blending
  20789. * @returns a boolean specifying if alpha blending is needed
  20790. */
  20791. needAlphaBlending(): boolean;
  20792. /**
  20793. * Specifies if the mesh will require alpha blending
  20794. * @param mesh defines the mesh to check
  20795. * @returns a boolean specifying if alpha blending is needed for the mesh
  20796. */
  20797. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20798. /**
  20799. * Specifies if this material should be rendered in alpha test mode
  20800. * @returns a boolean specifying if an alpha test is needed.
  20801. */
  20802. needAlphaTesting(): boolean;
  20803. /**
  20804. * Gets the texture used for the alpha test
  20805. * @returns the texture to use for alpha testing
  20806. */
  20807. getAlphaTestTexture(): Nullable<BaseTexture>;
  20808. /**
  20809. * Marks the material to indicate that it needs to be re-calculated
  20810. */
  20811. markDirty(): void;
  20812. /** @hidden */
  20813. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20814. /**
  20815. * Binds the material to the mesh
  20816. * @param world defines the world transformation matrix
  20817. * @param mesh defines the mesh to bind the material to
  20818. */
  20819. bind(world: Matrix, mesh?: Mesh): void;
  20820. /**
  20821. * Binds the submesh to the material
  20822. * @param world defines the world transformation matrix
  20823. * @param mesh defines the mesh containing the submesh
  20824. * @param subMesh defines the submesh to bind the material to
  20825. */
  20826. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20827. /**
  20828. * Binds the world matrix to the material
  20829. * @param world defines the world transformation matrix
  20830. */
  20831. bindOnlyWorldMatrix(world: Matrix): void;
  20832. /**
  20833. * Binds the scene's uniform buffer to the effect.
  20834. * @param effect defines the effect to bind to the scene uniform buffer
  20835. * @param sceneUbo defines the uniform buffer storing scene data
  20836. */
  20837. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20838. /**
  20839. * Binds the view matrix to the effect
  20840. * @param effect defines the effect to bind the view matrix to
  20841. */
  20842. bindView(effect: Effect): void;
  20843. /**
  20844. * Binds the view projection matrix to the effect
  20845. * @param effect defines the effect to bind the view projection matrix to
  20846. */
  20847. bindViewProjection(effect: Effect): void;
  20848. /**
  20849. * Specifies if material alpha testing should be turned on for the mesh
  20850. * @param mesh defines the mesh to check
  20851. */
  20852. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20853. /**
  20854. * Processes to execute after binding the material to a mesh
  20855. * @param mesh defines the rendered mesh
  20856. */
  20857. protected _afterBind(mesh?: Mesh): void;
  20858. /**
  20859. * Unbinds the material from the mesh
  20860. */
  20861. unbind(): void;
  20862. /**
  20863. * Gets the active textures from the material
  20864. * @returns an array of textures
  20865. */
  20866. getActiveTextures(): BaseTexture[];
  20867. /**
  20868. * Specifies if the material uses a texture
  20869. * @param texture defines the texture to check against the material
  20870. * @returns a boolean specifying if the material uses the texture
  20871. */
  20872. hasTexture(texture: BaseTexture): boolean;
  20873. /**
  20874. * Makes a duplicate of the material, and gives it a new name
  20875. * @param name defines the new name for the duplicated material
  20876. * @returns the cloned material
  20877. */
  20878. clone(name: string): Nullable<Material>;
  20879. /**
  20880. * Gets the meshes bound to the material
  20881. * @returns an array of meshes bound to the material
  20882. */
  20883. getBindedMeshes(): AbstractMesh[];
  20884. /**
  20885. * Force shader compilation
  20886. * @param mesh defines the mesh associated with this material
  20887. * @param onCompiled defines a function to execute once the material is compiled
  20888. * @param options defines the options to configure the compilation
  20889. */
  20890. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20891. clipPlane: boolean;
  20892. }>): void;
  20893. /**
  20894. * Force shader compilation
  20895. * @param mesh defines the mesh that will use this material
  20896. * @param options defines additional options for compiling the shaders
  20897. * @returns a promise that resolves when the compilation completes
  20898. */
  20899. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20900. clipPlane: boolean;
  20901. }>): Promise<void>;
  20902. private static readonly _AllDirtyCallBack;
  20903. private static readonly _ImageProcessingDirtyCallBack;
  20904. private static readonly _TextureDirtyCallBack;
  20905. private static readonly _FresnelDirtyCallBack;
  20906. private static readonly _MiscDirtyCallBack;
  20907. private static readonly _LightsDirtyCallBack;
  20908. private static readonly _AttributeDirtyCallBack;
  20909. private static _FresnelAndMiscDirtyCallBack;
  20910. private static _TextureAndMiscDirtyCallBack;
  20911. private static readonly _DirtyCallbackArray;
  20912. private static readonly _RunDirtyCallBacks;
  20913. /**
  20914. * Marks a define in the material to indicate that it needs to be re-computed
  20915. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20916. */
  20917. markAsDirty(flag: number): void;
  20918. /**
  20919. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20920. * @param func defines a function which checks material defines against the submeshes
  20921. */
  20922. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20923. /**
  20924. * Indicates that we need to re-calculated for all submeshes
  20925. */
  20926. protected _markAllSubMeshesAsAllDirty(): void;
  20927. /**
  20928. * Indicates that image processing needs to be re-calculated for all submeshes
  20929. */
  20930. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20931. /**
  20932. * Indicates that textures need to be re-calculated for all submeshes
  20933. */
  20934. protected _markAllSubMeshesAsTexturesDirty(): void;
  20935. /**
  20936. * Indicates that fresnel needs to be re-calculated for all submeshes
  20937. */
  20938. protected _markAllSubMeshesAsFresnelDirty(): void;
  20939. /**
  20940. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20941. */
  20942. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20943. /**
  20944. * Indicates that lights need to be re-calculated for all submeshes
  20945. */
  20946. protected _markAllSubMeshesAsLightsDirty(): void;
  20947. /**
  20948. * Indicates that attributes need to be re-calculated for all submeshes
  20949. */
  20950. protected _markAllSubMeshesAsAttributesDirty(): void;
  20951. /**
  20952. * Indicates that misc needs to be re-calculated for all submeshes
  20953. */
  20954. protected _markAllSubMeshesAsMiscDirty(): void;
  20955. /**
  20956. * Indicates that textures and misc need to be re-calculated for all submeshes
  20957. */
  20958. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20959. /**
  20960. * Disposes the material
  20961. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20962. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20963. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20964. */
  20965. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20966. /** @hidden */
  20967. private releaseVertexArrayObject;
  20968. /**
  20969. * Serializes this material
  20970. * @returns the serialized material object
  20971. */
  20972. serialize(): any;
  20973. /**
  20974. * Creates a material from parsed material data
  20975. * @param parsedMaterial defines parsed material data
  20976. * @param scene defines the hosting scene
  20977. * @param rootUrl defines the root URL to use to load textures
  20978. * @returns a new material
  20979. */
  20980. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  20981. }
  20982. }
  20983. declare module "babylonjs/Materials/multiMaterial" {
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20987. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20989. import { Material } from "babylonjs/Materials/material";
  20990. /**
  20991. * A multi-material is used to apply different materials to different parts of the same object without the need of
  20992. * separate meshes. This can be use to improve performances.
  20993. * @see http://doc.babylonjs.com/how_to/multi_materials
  20994. */
  20995. export class MultiMaterial extends Material {
  20996. private _subMaterials;
  20997. /**
  20998. * Gets or Sets the list of Materials used within the multi material.
  20999. * They need to be ordered according to the submeshes order in the associated mesh
  21000. */
  21001. subMaterials: Nullable<Material>[];
  21002. /**
  21003. * Function used to align with Node.getChildren()
  21004. * @returns the list of Materials used within the multi material
  21005. */
  21006. getChildren(): Nullable<Material>[];
  21007. /**
  21008. * Instantiates a new Multi Material
  21009. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21010. * separate meshes. This can be use to improve performances.
  21011. * @see http://doc.babylonjs.com/how_to/multi_materials
  21012. * @param name Define the name in the scene
  21013. * @param scene Define the scene the material belongs to
  21014. */
  21015. constructor(name: string, scene: Scene);
  21016. private _hookArray;
  21017. /**
  21018. * Get one of the submaterial by its index in the submaterials array
  21019. * @param index The index to look the sub material at
  21020. * @returns The Material if the index has been defined
  21021. */
  21022. getSubMaterial(index: number): Nullable<Material>;
  21023. /**
  21024. * Get the list of active textures for the whole sub materials list.
  21025. * @returns All the textures that will be used during the rendering
  21026. */
  21027. getActiveTextures(): BaseTexture[];
  21028. /**
  21029. * Gets the current class name of the material e.g. "MultiMaterial"
  21030. * Mainly use in serialization.
  21031. * @returns the class name
  21032. */
  21033. getClassName(): string;
  21034. /**
  21035. * Checks if the material is ready to render the requested sub mesh
  21036. * @param mesh Define the mesh the submesh belongs to
  21037. * @param subMesh Define the sub mesh to look readyness for
  21038. * @param useInstances Define whether or not the material is used with instances
  21039. * @returns true if ready, otherwise false
  21040. */
  21041. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21042. /**
  21043. * Clones the current material and its related sub materials
  21044. * @param name Define the name of the newly cloned material
  21045. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21046. * @returns the cloned material
  21047. */
  21048. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21049. /**
  21050. * Serializes the materials into a JSON representation.
  21051. * @returns the JSON representation
  21052. */
  21053. serialize(): any;
  21054. /**
  21055. * Dispose the material and release its associated resources
  21056. * @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)
  21057. * @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)
  21058. * @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)
  21059. */
  21060. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21061. /**
  21062. * Creates a MultiMaterial from parsed MultiMaterial data.
  21063. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21064. * @param scene defines the hosting scene
  21065. * @returns a new MultiMaterial
  21066. */
  21067. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21068. }
  21069. }
  21070. declare module "babylonjs/Meshes/subMesh" {
  21071. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21072. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21073. import { Engine } from "babylonjs/Engines/engine";
  21074. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21075. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21076. import { Effect } from "babylonjs/Materials/effect";
  21077. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21078. import { Plane } from "babylonjs/Maths/math.plane";
  21079. import { Collider } from "babylonjs/Collisions/collider";
  21080. import { Material } from "babylonjs/Materials/material";
  21081. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21083. import { Mesh } from "babylonjs/Meshes/mesh";
  21084. import { Ray } from "babylonjs/Culling/ray";
  21085. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21086. /**
  21087. * Base class for submeshes
  21088. */
  21089. export class BaseSubMesh {
  21090. /** @hidden */
  21091. _materialDefines: Nullable<MaterialDefines>;
  21092. /** @hidden */
  21093. _materialEffect: Nullable<Effect>;
  21094. /**
  21095. * Gets associated effect
  21096. */
  21097. readonly effect: Nullable<Effect>;
  21098. /**
  21099. * Sets associated effect (effect used to render this submesh)
  21100. * @param effect defines the effect to associate with
  21101. * @param defines defines the set of defines used to compile this effect
  21102. */
  21103. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21104. }
  21105. /**
  21106. * Defines a subdivision inside a mesh
  21107. */
  21108. export class SubMesh extends BaseSubMesh implements ICullable {
  21109. /** the material index to use */
  21110. materialIndex: number;
  21111. /** vertex index start */
  21112. verticesStart: number;
  21113. /** vertices count */
  21114. verticesCount: number;
  21115. /** index start */
  21116. indexStart: number;
  21117. /** indices count */
  21118. indexCount: number;
  21119. /** @hidden */
  21120. _linesIndexCount: number;
  21121. private _mesh;
  21122. private _renderingMesh;
  21123. private _boundingInfo;
  21124. private _linesIndexBuffer;
  21125. /** @hidden */
  21126. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21127. /** @hidden */
  21128. _trianglePlanes: Plane[];
  21129. /** @hidden */
  21130. _lastColliderTransformMatrix: Nullable<Matrix>;
  21131. /** @hidden */
  21132. _renderId: number;
  21133. /** @hidden */
  21134. _alphaIndex: number;
  21135. /** @hidden */
  21136. _distanceToCamera: number;
  21137. /** @hidden */
  21138. _id: number;
  21139. private _currentMaterial;
  21140. /**
  21141. * Add a new submesh to a mesh
  21142. * @param materialIndex defines the material index to use
  21143. * @param verticesStart defines vertex index start
  21144. * @param verticesCount defines vertices count
  21145. * @param indexStart defines index start
  21146. * @param indexCount defines indices count
  21147. * @param mesh defines the parent mesh
  21148. * @param renderingMesh defines an optional rendering mesh
  21149. * @param createBoundingBox defines if bounding box should be created for this submesh
  21150. * @returns the new submesh
  21151. */
  21152. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21153. /**
  21154. * Creates a new submesh
  21155. * @param materialIndex defines the material index to use
  21156. * @param verticesStart defines vertex index start
  21157. * @param verticesCount defines vertices count
  21158. * @param indexStart defines index start
  21159. * @param indexCount defines indices count
  21160. * @param mesh defines the parent mesh
  21161. * @param renderingMesh defines an optional rendering mesh
  21162. * @param createBoundingBox defines if bounding box should be created for this submesh
  21163. */
  21164. constructor(
  21165. /** the material index to use */
  21166. materialIndex: number,
  21167. /** vertex index start */
  21168. verticesStart: number,
  21169. /** vertices count */
  21170. verticesCount: number,
  21171. /** index start */
  21172. indexStart: number,
  21173. /** indices count */
  21174. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21175. /**
  21176. * Returns true if this submesh covers the entire parent mesh
  21177. * @ignorenaming
  21178. */
  21179. readonly IsGlobal: boolean;
  21180. /**
  21181. * Returns the submesh BoudingInfo object
  21182. * @returns current bounding info (or mesh's one if the submesh is global)
  21183. */
  21184. getBoundingInfo(): BoundingInfo;
  21185. /**
  21186. * Sets the submesh BoundingInfo
  21187. * @param boundingInfo defines the new bounding info to use
  21188. * @returns the SubMesh
  21189. */
  21190. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21191. /**
  21192. * Returns the mesh of the current submesh
  21193. * @return the parent mesh
  21194. */
  21195. getMesh(): AbstractMesh;
  21196. /**
  21197. * Returns the rendering mesh of the submesh
  21198. * @returns the rendering mesh (could be different from parent mesh)
  21199. */
  21200. getRenderingMesh(): Mesh;
  21201. /**
  21202. * Returns the submesh material
  21203. * @returns null or the current material
  21204. */
  21205. getMaterial(): Nullable<Material>;
  21206. /**
  21207. * Sets a new updated BoundingInfo object to the submesh
  21208. * @param data defines an optional position array to use to determine the bounding info
  21209. * @returns the SubMesh
  21210. */
  21211. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21212. /** @hidden */
  21213. _checkCollision(collider: Collider): boolean;
  21214. /**
  21215. * Updates the submesh BoundingInfo
  21216. * @param world defines the world matrix to use to update the bounding info
  21217. * @returns the submesh
  21218. */
  21219. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21220. /**
  21221. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21222. * @param frustumPlanes defines the frustum planes
  21223. * @returns true if the submesh is intersecting with the frustum
  21224. */
  21225. isInFrustum(frustumPlanes: Plane[]): boolean;
  21226. /**
  21227. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21228. * @param frustumPlanes defines the frustum planes
  21229. * @returns true if the submesh is inside the frustum
  21230. */
  21231. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21232. /**
  21233. * Renders the submesh
  21234. * @param enableAlphaMode defines if alpha needs to be used
  21235. * @returns the submesh
  21236. */
  21237. render(enableAlphaMode: boolean): SubMesh;
  21238. /**
  21239. * @hidden
  21240. */
  21241. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21242. /**
  21243. * Checks if the submesh intersects with a ray
  21244. * @param ray defines the ray to test
  21245. * @returns true is the passed ray intersects the submesh bounding box
  21246. */
  21247. canIntersects(ray: Ray): boolean;
  21248. /**
  21249. * Intersects current submesh with a ray
  21250. * @param ray defines the ray to test
  21251. * @param positions defines mesh's positions array
  21252. * @param indices defines mesh's indices array
  21253. * @param fastCheck defines if only bounding info should be used
  21254. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21255. * @returns intersection info or null if no intersection
  21256. */
  21257. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21258. /** @hidden */
  21259. private _intersectLines;
  21260. /** @hidden */
  21261. private _intersectUnIndexedLines;
  21262. /** @hidden */
  21263. private _intersectTriangles;
  21264. /** @hidden */
  21265. private _intersectUnIndexedTriangles;
  21266. /** @hidden */
  21267. _rebuild(): void;
  21268. /**
  21269. * Creates a new submesh from the passed mesh
  21270. * @param newMesh defines the new hosting mesh
  21271. * @param newRenderingMesh defines an optional rendering mesh
  21272. * @returns the new submesh
  21273. */
  21274. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21275. /**
  21276. * Release associated resources
  21277. */
  21278. dispose(): void;
  21279. /**
  21280. * Gets the class name
  21281. * @returns the string "SubMesh".
  21282. */
  21283. getClassName(): string;
  21284. /**
  21285. * Creates a new submesh from indices data
  21286. * @param materialIndex the index of the main mesh material
  21287. * @param startIndex the index where to start the copy in the mesh indices array
  21288. * @param indexCount the number of indices to copy then from the startIndex
  21289. * @param mesh the main mesh to create the submesh from
  21290. * @param renderingMesh the optional rendering mesh
  21291. * @returns a new submesh
  21292. */
  21293. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21294. }
  21295. }
  21296. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21297. /**
  21298. * Class used to represent data loading progression
  21299. */
  21300. export class SceneLoaderFlags {
  21301. private static _ForceFullSceneLoadingForIncremental;
  21302. private static _ShowLoadingScreen;
  21303. private static _CleanBoneMatrixWeights;
  21304. private static _loggingLevel;
  21305. /**
  21306. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21307. */
  21308. static ForceFullSceneLoadingForIncremental: boolean;
  21309. /**
  21310. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21311. */
  21312. static ShowLoadingScreen: boolean;
  21313. /**
  21314. * Defines the current logging level (while loading the scene)
  21315. * @ignorenaming
  21316. */
  21317. static loggingLevel: number;
  21318. /**
  21319. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21320. */
  21321. static CleanBoneMatrixWeights: boolean;
  21322. }
  21323. }
  21324. declare module "babylonjs/Meshes/geometry" {
  21325. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21326. import { Scene } from "babylonjs/scene";
  21327. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21328. import { Engine } from "babylonjs/Engines/engine";
  21329. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21330. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21331. import { Effect } from "babylonjs/Materials/effect";
  21332. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21333. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21334. import { Mesh } from "babylonjs/Meshes/mesh";
  21335. /**
  21336. * Class used to store geometry data (vertex buffers + index buffer)
  21337. */
  21338. export class Geometry implements IGetSetVerticesData {
  21339. /**
  21340. * Gets or sets the ID of the geometry
  21341. */
  21342. id: string;
  21343. /**
  21344. * Gets or sets the unique ID of the geometry
  21345. */
  21346. uniqueId: number;
  21347. /**
  21348. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21349. */
  21350. delayLoadState: number;
  21351. /**
  21352. * Gets the file containing the data to load when running in delay load state
  21353. */
  21354. delayLoadingFile: Nullable<string>;
  21355. /**
  21356. * Callback called when the geometry is updated
  21357. */
  21358. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21359. private _scene;
  21360. private _engine;
  21361. private _meshes;
  21362. private _totalVertices;
  21363. /** @hidden */
  21364. _indices: IndicesArray;
  21365. /** @hidden */
  21366. _vertexBuffers: {
  21367. [key: string]: VertexBuffer;
  21368. };
  21369. private _isDisposed;
  21370. private _extend;
  21371. private _boundingBias;
  21372. /** @hidden */
  21373. _delayInfo: Array<string>;
  21374. private _indexBuffer;
  21375. private _indexBufferIsUpdatable;
  21376. /** @hidden */
  21377. _boundingInfo: Nullable<BoundingInfo>;
  21378. /** @hidden */
  21379. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21380. /** @hidden */
  21381. _softwareSkinningFrameId: number;
  21382. private _vertexArrayObjects;
  21383. private _updatable;
  21384. /** @hidden */
  21385. _positions: Nullable<Vector3[]>;
  21386. /**
  21387. * 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
  21388. */
  21389. /**
  21390. * 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
  21391. */
  21392. boundingBias: Vector2;
  21393. /**
  21394. * Static function used to attach a new empty geometry to a mesh
  21395. * @param mesh defines the mesh to attach the geometry to
  21396. * @returns the new Geometry
  21397. */
  21398. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21399. /**
  21400. * Creates a new geometry
  21401. * @param id defines the unique ID
  21402. * @param scene defines the hosting scene
  21403. * @param vertexData defines the VertexData used to get geometry data
  21404. * @param updatable defines if geometry must be updatable (false by default)
  21405. * @param mesh defines the mesh that will be associated with the geometry
  21406. */
  21407. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21408. /**
  21409. * Gets the current extend of the geometry
  21410. */
  21411. readonly extend: {
  21412. minimum: Vector3;
  21413. maximum: Vector3;
  21414. };
  21415. /**
  21416. * Gets the hosting scene
  21417. * @returns the hosting Scene
  21418. */
  21419. getScene(): Scene;
  21420. /**
  21421. * Gets the hosting engine
  21422. * @returns the hosting Engine
  21423. */
  21424. getEngine(): Engine;
  21425. /**
  21426. * Defines if the geometry is ready to use
  21427. * @returns true if the geometry is ready to be used
  21428. */
  21429. isReady(): boolean;
  21430. /**
  21431. * Gets a value indicating that the geometry should not be serialized
  21432. */
  21433. readonly doNotSerialize: boolean;
  21434. /** @hidden */
  21435. _rebuild(): void;
  21436. /**
  21437. * Affects all geometry data in one call
  21438. * @param vertexData defines the geometry data
  21439. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21440. */
  21441. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21442. /**
  21443. * Set specific vertex data
  21444. * @param kind defines the data kind (Position, normal, etc...)
  21445. * @param data defines the vertex data to use
  21446. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21447. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21448. */
  21449. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21450. /**
  21451. * Removes a specific vertex data
  21452. * @param kind defines the data kind (Position, normal, etc...)
  21453. */
  21454. removeVerticesData(kind: string): void;
  21455. /**
  21456. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21457. * @param buffer defines the vertex buffer to use
  21458. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21459. */
  21460. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21461. /**
  21462. * Update a specific vertex buffer
  21463. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21464. * It will do nothing if the buffer is not updatable
  21465. * @param kind defines the data kind (Position, normal, etc...)
  21466. * @param data defines the data to use
  21467. * @param offset defines the offset in the target buffer where to store the data
  21468. * @param useBytes set to true if the offset is in bytes
  21469. */
  21470. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21471. /**
  21472. * Update a specific vertex buffer
  21473. * This function will create a new buffer if the current one is not updatable
  21474. * @param kind defines the data kind (Position, normal, etc...)
  21475. * @param data defines the data to use
  21476. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21477. */
  21478. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21479. private _updateBoundingInfo;
  21480. /** @hidden */
  21481. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21482. /**
  21483. * Gets total number of vertices
  21484. * @returns the total number of vertices
  21485. */
  21486. getTotalVertices(): number;
  21487. /**
  21488. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21489. * @param kind defines the data kind (Position, normal, etc...)
  21490. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21491. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21492. * @returns a float array containing vertex data
  21493. */
  21494. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21495. /**
  21496. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21497. * @param kind defines the data kind (Position, normal, etc...)
  21498. * @returns true if the vertex buffer with the specified kind is updatable
  21499. */
  21500. isVertexBufferUpdatable(kind: string): boolean;
  21501. /**
  21502. * Gets a specific vertex buffer
  21503. * @param kind defines the data kind (Position, normal, etc...)
  21504. * @returns a VertexBuffer
  21505. */
  21506. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21507. /**
  21508. * Returns all vertex buffers
  21509. * @return an object holding all vertex buffers indexed by kind
  21510. */
  21511. getVertexBuffers(): Nullable<{
  21512. [key: string]: VertexBuffer;
  21513. }>;
  21514. /**
  21515. * Gets a boolean indicating if specific vertex buffer is present
  21516. * @param kind defines the data kind (Position, normal, etc...)
  21517. * @returns true if data is present
  21518. */
  21519. isVerticesDataPresent(kind: string): boolean;
  21520. /**
  21521. * Gets a list of all attached data kinds (Position, normal, etc...)
  21522. * @returns a list of string containing all kinds
  21523. */
  21524. getVerticesDataKinds(): string[];
  21525. /**
  21526. * Update index buffer
  21527. * @param indices defines the indices to store in the index buffer
  21528. * @param offset defines the offset in the target buffer where to store the data
  21529. * @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)
  21530. */
  21531. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21532. /**
  21533. * Creates a new index buffer
  21534. * @param indices defines the indices to store in the index buffer
  21535. * @param totalVertices defines the total number of vertices (could be null)
  21536. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21537. */
  21538. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21539. /**
  21540. * Return the total number of indices
  21541. * @returns the total number of indices
  21542. */
  21543. getTotalIndices(): number;
  21544. /**
  21545. * Gets the index buffer array
  21546. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21547. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21548. * @returns the index buffer array
  21549. */
  21550. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21551. /**
  21552. * Gets the index buffer
  21553. * @return the index buffer
  21554. */
  21555. getIndexBuffer(): Nullable<DataBuffer>;
  21556. /** @hidden */
  21557. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21558. /**
  21559. * Release the associated resources for a specific mesh
  21560. * @param mesh defines the source mesh
  21561. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21562. */
  21563. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21564. /**
  21565. * Apply current geometry to a given mesh
  21566. * @param mesh defines the mesh to apply geometry to
  21567. */
  21568. applyToMesh(mesh: Mesh): void;
  21569. private _updateExtend;
  21570. private _applyToMesh;
  21571. private notifyUpdate;
  21572. /**
  21573. * Load the geometry if it was flagged as delay loaded
  21574. * @param scene defines the hosting scene
  21575. * @param onLoaded defines a callback called when the geometry is loaded
  21576. */
  21577. load(scene: Scene, onLoaded?: () => void): void;
  21578. private _queueLoad;
  21579. /**
  21580. * Invert the geometry to move from a right handed system to a left handed one.
  21581. */
  21582. toLeftHanded(): void;
  21583. /** @hidden */
  21584. _resetPointsArrayCache(): void;
  21585. /** @hidden */
  21586. _generatePointsArray(): boolean;
  21587. /**
  21588. * Gets a value indicating if the geometry is disposed
  21589. * @returns true if the geometry was disposed
  21590. */
  21591. isDisposed(): boolean;
  21592. private _disposeVertexArrayObjects;
  21593. /**
  21594. * Free all associated resources
  21595. */
  21596. dispose(): void;
  21597. /**
  21598. * Clone the current geometry into a new geometry
  21599. * @param id defines the unique ID of the new geometry
  21600. * @returns a new geometry object
  21601. */
  21602. copy(id: string): Geometry;
  21603. /**
  21604. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21605. * @return a JSON representation of the current geometry data (without the vertices data)
  21606. */
  21607. serialize(): any;
  21608. private toNumberArray;
  21609. /**
  21610. * Serialize all vertices data into a JSON oject
  21611. * @returns a JSON representation of the current geometry data
  21612. */
  21613. serializeVerticeData(): any;
  21614. /**
  21615. * Extracts a clone of a mesh geometry
  21616. * @param mesh defines the source mesh
  21617. * @param id defines the unique ID of the new geometry object
  21618. * @returns the new geometry object
  21619. */
  21620. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21621. /**
  21622. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21623. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21624. * Be aware Math.random() could cause collisions, but:
  21625. * "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"
  21626. * @returns a string containing a new GUID
  21627. */
  21628. static RandomId(): string;
  21629. /** @hidden */
  21630. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21631. private static _CleanMatricesWeights;
  21632. /**
  21633. * Create a new geometry from persisted data (Using .babylon file format)
  21634. * @param parsedVertexData defines the persisted data
  21635. * @param scene defines the hosting scene
  21636. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21637. * @returns the new geometry object
  21638. */
  21639. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21640. }
  21641. }
  21642. declare module "babylonjs/Meshes/mesh.vertexData" {
  21643. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21644. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21645. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21646. import { Geometry } from "babylonjs/Meshes/geometry";
  21647. import { Mesh } from "babylonjs/Meshes/mesh";
  21648. /**
  21649. * Define an interface for all classes that will get and set the data on vertices
  21650. */
  21651. export interface IGetSetVerticesData {
  21652. /**
  21653. * Gets a boolean indicating if specific vertex data is present
  21654. * @param kind defines the vertex data kind to use
  21655. * @returns true is data kind is present
  21656. */
  21657. isVerticesDataPresent(kind: string): boolean;
  21658. /**
  21659. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21660. * @param kind defines the data kind (Position, normal, etc...)
  21661. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21662. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21663. * @returns a float array containing vertex data
  21664. */
  21665. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21666. /**
  21667. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21668. * @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.
  21669. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21670. * @returns the indices array or an empty array if the mesh has no geometry
  21671. */
  21672. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21673. /**
  21674. * Set specific vertex data
  21675. * @param kind defines the data kind (Position, normal, etc...)
  21676. * @param data defines the vertex data to use
  21677. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21678. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21679. */
  21680. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21681. /**
  21682. * Update a specific associated vertex buffer
  21683. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21684. * - VertexBuffer.PositionKind
  21685. * - VertexBuffer.UVKind
  21686. * - VertexBuffer.UV2Kind
  21687. * - VertexBuffer.UV3Kind
  21688. * - VertexBuffer.UV4Kind
  21689. * - VertexBuffer.UV5Kind
  21690. * - VertexBuffer.UV6Kind
  21691. * - VertexBuffer.ColorKind
  21692. * - VertexBuffer.MatricesIndicesKind
  21693. * - VertexBuffer.MatricesIndicesExtraKind
  21694. * - VertexBuffer.MatricesWeightsKind
  21695. * - VertexBuffer.MatricesWeightsExtraKind
  21696. * @param data defines the data source
  21697. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21698. * @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)
  21699. */
  21700. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21701. /**
  21702. * Creates a new index buffer
  21703. * @param indices defines the indices to store in the index buffer
  21704. * @param totalVertices defines the total number of vertices (could be null)
  21705. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21706. */
  21707. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21708. }
  21709. /**
  21710. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21711. */
  21712. export class VertexData {
  21713. /**
  21714. * Mesh side orientation : usually the external or front surface
  21715. */
  21716. static readonly FRONTSIDE: number;
  21717. /**
  21718. * Mesh side orientation : usually the internal or back surface
  21719. */
  21720. static readonly BACKSIDE: number;
  21721. /**
  21722. * Mesh side orientation : both internal and external or front and back surfaces
  21723. */
  21724. static readonly DOUBLESIDE: number;
  21725. /**
  21726. * Mesh side orientation : by default, `FRONTSIDE`
  21727. */
  21728. static readonly DEFAULTSIDE: number;
  21729. /**
  21730. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21731. */
  21732. positions: Nullable<FloatArray>;
  21733. /**
  21734. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21735. */
  21736. normals: Nullable<FloatArray>;
  21737. /**
  21738. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21739. */
  21740. tangents: Nullable<FloatArray>;
  21741. /**
  21742. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21743. */
  21744. uvs: Nullable<FloatArray>;
  21745. /**
  21746. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21747. */
  21748. uvs2: Nullable<FloatArray>;
  21749. /**
  21750. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21751. */
  21752. uvs3: Nullable<FloatArray>;
  21753. /**
  21754. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21755. */
  21756. uvs4: Nullable<FloatArray>;
  21757. /**
  21758. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21759. */
  21760. uvs5: Nullable<FloatArray>;
  21761. /**
  21762. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21763. */
  21764. uvs6: Nullable<FloatArray>;
  21765. /**
  21766. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21767. */
  21768. colors: Nullable<FloatArray>;
  21769. /**
  21770. * 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).
  21771. */
  21772. matricesIndices: Nullable<FloatArray>;
  21773. /**
  21774. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21775. */
  21776. matricesWeights: Nullable<FloatArray>;
  21777. /**
  21778. * An array extending the number of possible indices
  21779. */
  21780. matricesIndicesExtra: Nullable<FloatArray>;
  21781. /**
  21782. * An array extending the number of possible weights when the number of indices is extended
  21783. */
  21784. matricesWeightsExtra: Nullable<FloatArray>;
  21785. /**
  21786. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21787. */
  21788. indices: Nullable<IndicesArray>;
  21789. /**
  21790. * Uses the passed data array to set the set the values for the specified kind of data
  21791. * @param data a linear array of floating numbers
  21792. * @param kind the type of data that is being set, eg positions, colors etc
  21793. */
  21794. set(data: FloatArray, kind: string): void;
  21795. /**
  21796. * Associates the vertexData to the passed Mesh.
  21797. * Sets it as updatable or not (default `false`)
  21798. * @param mesh the mesh the vertexData is applied to
  21799. * @param updatable when used and having the value true allows new data to update the vertexData
  21800. * @returns the VertexData
  21801. */
  21802. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21803. /**
  21804. * Associates the vertexData to the passed Geometry.
  21805. * Sets it as updatable or not (default `false`)
  21806. * @param geometry the geometry the vertexData is applied to
  21807. * @param updatable when used and having the value true allows new data to update the vertexData
  21808. * @returns VertexData
  21809. */
  21810. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21811. /**
  21812. * Updates the associated mesh
  21813. * @param mesh the mesh to be updated
  21814. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21815. * @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
  21816. * @returns VertexData
  21817. */
  21818. updateMesh(mesh: Mesh): VertexData;
  21819. /**
  21820. * Updates the associated geometry
  21821. * @param geometry the geometry to be updated
  21822. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21823. * @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
  21824. * @returns VertexData.
  21825. */
  21826. updateGeometry(geometry: Geometry): VertexData;
  21827. private _applyTo;
  21828. private _update;
  21829. /**
  21830. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21831. * @param matrix the transforming matrix
  21832. * @returns the VertexData
  21833. */
  21834. transform(matrix: Matrix): VertexData;
  21835. /**
  21836. * Merges the passed VertexData into the current one
  21837. * @param other the VertexData to be merged into the current one
  21838. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21839. * @returns the modified VertexData
  21840. */
  21841. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21842. private _mergeElement;
  21843. private _validate;
  21844. /**
  21845. * Serializes the VertexData
  21846. * @returns a serialized object
  21847. */
  21848. serialize(): any;
  21849. /**
  21850. * Extracts the vertexData from a mesh
  21851. * @param mesh the mesh from which to extract the VertexData
  21852. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21853. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21854. * @returns the object VertexData associated to the passed mesh
  21855. */
  21856. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21857. /**
  21858. * Extracts the vertexData from the geometry
  21859. * @param geometry the geometry from which to extract the VertexData
  21860. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21861. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21862. * @returns the object VertexData associated to the passed mesh
  21863. */
  21864. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21865. private static _ExtractFrom;
  21866. /**
  21867. * Creates the VertexData for a Ribbon
  21868. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21869. * * pathArray array of paths, each of which an array of successive Vector3
  21870. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21871. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21872. * * 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
  21873. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21874. * * 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)
  21875. * * 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)
  21876. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21877. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21878. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21879. * @returns the VertexData of the ribbon
  21880. */
  21881. static CreateRibbon(options: {
  21882. pathArray: Vector3[][];
  21883. closeArray?: boolean;
  21884. closePath?: boolean;
  21885. offset?: number;
  21886. sideOrientation?: number;
  21887. frontUVs?: Vector4;
  21888. backUVs?: Vector4;
  21889. invertUV?: boolean;
  21890. uvs?: Vector2[];
  21891. colors?: Color4[];
  21892. }): VertexData;
  21893. /**
  21894. * Creates the VertexData for a box
  21895. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21896. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21897. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21898. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21899. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21900. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21901. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21902. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21903. * * 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)
  21904. * * 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)
  21905. * @returns the VertexData of the box
  21906. */
  21907. static CreateBox(options: {
  21908. size?: number;
  21909. width?: number;
  21910. height?: number;
  21911. depth?: number;
  21912. faceUV?: Vector4[];
  21913. faceColors?: Color4[];
  21914. sideOrientation?: number;
  21915. frontUVs?: Vector4;
  21916. backUVs?: Vector4;
  21917. }): VertexData;
  21918. /**
  21919. * Creates the VertexData for a tiled box
  21920. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21921. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21922. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21923. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21924. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21925. * @returns the VertexData of the box
  21926. */
  21927. static CreateTiledBox(options: {
  21928. pattern?: number;
  21929. width?: number;
  21930. height?: number;
  21931. depth?: number;
  21932. tileSize?: number;
  21933. tileWidth?: number;
  21934. tileHeight?: number;
  21935. alignHorizontal?: number;
  21936. alignVertical?: number;
  21937. faceUV?: Vector4[];
  21938. faceColors?: Color4[];
  21939. sideOrientation?: number;
  21940. }): VertexData;
  21941. /**
  21942. * Creates the VertexData for a tiled plane
  21943. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21944. * * pattern a limited pattern arrangement depending on the number
  21945. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21946. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21947. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21948. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21949. * * 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)
  21950. * * 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)
  21951. * @returns the VertexData of the tiled plane
  21952. */
  21953. static CreateTiledPlane(options: {
  21954. pattern?: number;
  21955. tileSize?: number;
  21956. tileWidth?: number;
  21957. tileHeight?: number;
  21958. size?: number;
  21959. width?: number;
  21960. height?: number;
  21961. alignHorizontal?: number;
  21962. alignVertical?: number;
  21963. sideOrientation?: number;
  21964. frontUVs?: Vector4;
  21965. backUVs?: Vector4;
  21966. }): VertexData;
  21967. /**
  21968. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21969. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21970. * * segments sets the number of horizontal strips optional, default 32
  21971. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21972. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21973. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21974. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21975. * * 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
  21976. * * 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
  21977. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21978. * * 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)
  21979. * * 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)
  21980. * @returns the VertexData of the ellipsoid
  21981. */
  21982. static CreateSphere(options: {
  21983. segments?: number;
  21984. diameter?: number;
  21985. diameterX?: number;
  21986. diameterY?: number;
  21987. diameterZ?: number;
  21988. arc?: number;
  21989. slice?: number;
  21990. sideOrientation?: number;
  21991. frontUVs?: Vector4;
  21992. backUVs?: Vector4;
  21993. }): VertexData;
  21994. /**
  21995. * Creates the VertexData for a cylinder, cone or prism
  21996. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21997. * * height sets the height (y direction) of the cylinder, optional, default 2
  21998. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  21999. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22000. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22001. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22002. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22003. * * 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
  22004. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22005. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22006. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22007. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22010. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22011. * @returns the VertexData of the cylinder, cone or prism
  22012. */
  22013. static CreateCylinder(options: {
  22014. height?: number;
  22015. diameterTop?: number;
  22016. diameterBottom?: number;
  22017. diameter?: number;
  22018. tessellation?: number;
  22019. subdivisions?: number;
  22020. arc?: number;
  22021. faceColors?: Color4[];
  22022. faceUV?: Vector4[];
  22023. hasRings?: boolean;
  22024. enclose?: boolean;
  22025. sideOrientation?: number;
  22026. frontUVs?: Vector4;
  22027. backUVs?: Vector4;
  22028. }): VertexData;
  22029. /**
  22030. * Creates the VertexData for a torus
  22031. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22032. * * diameter the diameter of the torus, optional default 1
  22033. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22034. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22035. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22036. * * 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)
  22037. * * 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)
  22038. * @returns the VertexData of the torus
  22039. */
  22040. static CreateTorus(options: {
  22041. diameter?: number;
  22042. thickness?: number;
  22043. tessellation?: number;
  22044. sideOrientation?: number;
  22045. frontUVs?: Vector4;
  22046. backUVs?: Vector4;
  22047. }): VertexData;
  22048. /**
  22049. * Creates the VertexData of the LineSystem
  22050. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22051. * - lines an array of lines, each line being an array of successive Vector3
  22052. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22053. * @returns the VertexData of the LineSystem
  22054. */
  22055. static CreateLineSystem(options: {
  22056. lines: Vector3[][];
  22057. colors?: Nullable<Color4[][]>;
  22058. }): VertexData;
  22059. /**
  22060. * Create the VertexData for a DashedLines
  22061. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22062. * - points an array successive Vector3
  22063. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22064. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22065. * - dashNb the intended total number of dashes, optional, default 200
  22066. * @returns the VertexData for the DashedLines
  22067. */
  22068. static CreateDashedLines(options: {
  22069. points: Vector3[];
  22070. dashSize?: number;
  22071. gapSize?: number;
  22072. dashNb?: number;
  22073. }): VertexData;
  22074. /**
  22075. * Creates the VertexData for a Ground
  22076. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22077. * - width the width (x direction) of the ground, optional, default 1
  22078. * - height the height (z direction) of the ground, optional, default 1
  22079. * - subdivisions the number of subdivisions per side, optional, default 1
  22080. * @returns the VertexData of the Ground
  22081. */
  22082. static CreateGround(options: {
  22083. width?: number;
  22084. height?: number;
  22085. subdivisions?: number;
  22086. subdivisionsX?: number;
  22087. subdivisionsY?: number;
  22088. }): VertexData;
  22089. /**
  22090. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22091. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22092. * * xmin the ground minimum X coordinate, optional, default -1
  22093. * * zmin the ground minimum Z coordinate, optional, default -1
  22094. * * xmax the ground maximum X coordinate, optional, default 1
  22095. * * zmax the ground maximum Z coordinate, optional, default 1
  22096. * * 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}
  22097. * * 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}
  22098. * @returns the VertexData of the TiledGround
  22099. */
  22100. static CreateTiledGround(options: {
  22101. xmin: number;
  22102. zmin: number;
  22103. xmax: number;
  22104. zmax: number;
  22105. subdivisions?: {
  22106. w: number;
  22107. h: number;
  22108. };
  22109. precision?: {
  22110. w: number;
  22111. h: number;
  22112. };
  22113. }): VertexData;
  22114. /**
  22115. * Creates the VertexData of the Ground designed from a heightmap
  22116. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22117. * * width the width (x direction) of the ground
  22118. * * height the height (z direction) of the ground
  22119. * * subdivisions the number of subdivisions per side
  22120. * * minHeight the minimum altitude on the ground, optional, default 0
  22121. * * maxHeight the maximum altitude on the ground, optional default 1
  22122. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22123. * * buffer the array holding the image color data
  22124. * * bufferWidth the width of image
  22125. * * bufferHeight the height of image
  22126. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22127. * @returns the VertexData of the Ground designed from a heightmap
  22128. */
  22129. static CreateGroundFromHeightMap(options: {
  22130. width: number;
  22131. height: number;
  22132. subdivisions: number;
  22133. minHeight: number;
  22134. maxHeight: number;
  22135. colorFilter: Color3;
  22136. buffer: Uint8Array;
  22137. bufferWidth: number;
  22138. bufferHeight: number;
  22139. alphaFilter: number;
  22140. }): VertexData;
  22141. /**
  22142. * Creates the VertexData for a Plane
  22143. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22144. * * size sets the width and height of the plane to the value of size, optional default 1
  22145. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22146. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22147. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22148. * * 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)
  22149. * * 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)
  22150. * @returns the VertexData of the box
  22151. */
  22152. static CreatePlane(options: {
  22153. size?: number;
  22154. width?: number;
  22155. height?: number;
  22156. sideOrientation?: number;
  22157. frontUVs?: Vector4;
  22158. backUVs?: Vector4;
  22159. }): VertexData;
  22160. /**
  22161. * Creates the VertexData of the Disc or regular Polygon
  22162. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22163. * * radius the radius of the disc, optional default 0.5
  22164. * * tessellation the number of polygon sides, optional, default 64
  22165. * * 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
  22166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22167. * * 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)
  22168. * * 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)
  22169. * @returns the VertexData of the box
  22170. */
  22171. static CreateDisc(options: {
  22172. radius?: number;
  22173. tessellation?: number;
  22174. arc?: number;
  22175. sideOrientation?: number;
  22176. frontUVs?: Vector4;
  22177. backUVs?: Vector4;
  22178. }): VertexData;
  22179. /**
  22180. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22181. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22182. * @param polygon a mesh built from polygonTriangulation.build()
  22183. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22184. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22185. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22186. * @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)
  22187. * @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)
  22188. * @returns the VertexData of the Polygon
  22189. */
  22190. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22191. /**
  22192. * Creates the VertexData of the IcoSphere
  22193. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22194. * * radius the radius of the IcoSphere, optional default 1
  22195. * * radiusX allows stretching in the x direction, optional, default radius
  22196. * * radiusY allows stretching in the y direction, optional, default radius
  22197. * * radiusZ allows stretching in the z direction, optional, default radius
  22198. * * flat when true creates a flat shaded mesh, optional, default true
  22199. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22200. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22201. * * 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)
  22202. * * 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)
  22203. * @returns the VertexData of the IcoSphere
  22204. */
  22205. static CreateIcoSphere(options: {
  22206. radius?: number;
  22207. radiusX?: number;
  22208. radiusY?: number;
  22209. radiusZ?: number;
  22210. flat?: boolean;
  22211. subdivisions?: number;
  22212. sideOrientation?: number;
  22213. frontUVs?: Vector4;
  22214. backUVs?: Vector4;
  22215. }): VertexData;
  22216. /**
  22217. * Creates the VertexData for a Polyhedron
  22218. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22219. * * type provided types are:
  22220. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22221. * * 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)
  22222. * * size the size of the IcoSphere, optional default 1
  22223. * * sizeX allows stretching in the x direction, optional, default size
  22224. * * sizeY allows stretching in the y direction, optional, default size
  22225. * * sizeZ allows stretching in the z direction, optional, default size
  22226. * * 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
  22227. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22228. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22229. * * flat when true creates a flat shaded mesh, optional, default true
  22230. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22233. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22234. * @returns the VertexData of the Polyhedron
  22235. */
  22236. static CreatePolyhedron(options: {
  22237. type?: number;
  22238. size?: number;
  22239. sizeX?: number;
  22240. sizeY?: number;
  22241. sizeZ?: number;
  22242. custom?: any;
  22243. faceUV?: Vector4[];
  22244. faceColors?: Color4[];
  22245. flat?: boolean;
  22246. sideOrientation?: number;
  22247. frontUVs?: Vector4;
  22248. backUVs?: Vector4;
  22249. }): VertexData;
  22250. /**
  22251. * Creates the VertexData for a TorusKnot
  22252. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22253. * * radius the radius of the torus knot, optional, default 2
  22254. * * tube the thickness of the tube, optional, default 0.5
  22255. * * radialSegments the number of sides on each tube segments, optional, default 32
  22256. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22257. * * p the number of windings around the z axis, optional, default 2
  22258. * * q the number of windings around the x axis, optional, default 3
  22259. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22260. * * 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)
  22261. * * 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)
  22262. * @returns the VertexData of the Torus Knot
  22263. */
  22264. static CreateTorusKnot(options: {
  22265. radius?: number;
  22266. tube?: number;
  22267. radialSegments?: number;
  22268. tubularSegments?: number;
  22269. p?: number;
  22270. q?: number;
  22271. sideOrientation?: number;
  22272. frontUVs?: Vector4;
  22273. backUVs?: Vector4;
  22274. }): VertexData;
  22275. /**
  22276. * Compute normals for given positions and indices
  22277. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22278. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22279. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22280. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22281. * * facetNormals : optional array of facet normals (vector3)
  22282. * * facetPositions : optional array of facet positions (vector3)
  22283. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22284. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22285. * * bInfo : optional bounding info, required for facetPartitioning computation
  22286. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22287. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22288. * * useRightHandedSystem: optional boolean to for right handed system computation
  22289. * * depthSort : optional boolean to enable the facet depth sort computation
  22290. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22291. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22292. */
  22293. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22294. facetNormals?: any;
  22295. facetPositions?: any;
  22296. facetPartitioning?: any;
  22297. ratio?: number;
  22298. bInfo?: any;
  22299. bbSize?: Vector3;
  22300. subDiv?: any;
  22301. useRightHandedSystem?: boolean;
  22302. depthSort?: boolean;
  22303. distanceTo?: Vector3;
  22304. depthSortedFacets?: any;
  22305. }): void;
  22306. /** @hidden */
  22307. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22308. /**
  22309. * Applies VertexData created from the imported parameters to the geometry
  22310. * @param parsedVertexData the parsed data from an imported file
  22311. * @param geometry the geometry to apply the VertexData to
  22312. */
  22313. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22314. }
  22315. }
  22316. declare module "babylonjs/Morph/morphTarget" {
  22317. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22318. import { Observable } from "babylonjs/Misc/observable";
  22319. import { Nullable, FloatArray } from "babylonjs/types";
  22320. import { Scene } from "babylonjs/scene";
  22321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22322. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22323. /**
  22324. * Defines a target to use with MorphTargetManager
  22325. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22326. */
  22327. export class MorphTarget implements IAnimatable {
  22328. /** defines the name of the target */
  22329. name: string;
  22330. /**
  22331. * Gets or sets the list of animations
  22332. */
  22333. animations: import("babylonjs/Animations/animation").Animation[];
  22334. private _scene;
  22335. private _positions;
  22336. private _normals;
  22337. private _tangents;
  22338. private _uvs;
  22339. private _influence;
  22340. /**
  22341. * Observable raised when the influence changes
  22342. */
  22343. onInfluenceChanged: Observable<boolean>;
  22344. /** @hidden */
  22345. _onDataLayoutChanged: Observable<void>;
  22346. /**
  22347. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22348. */
  22349. influence: number;
  22350. /**
  22351. * Gets or sets the id of the morph Target
  22352. */
  22353. id: string;
  22354. private _animationPropertiesOverride;
  22355. /**
  22356. * Gets or sets the animation properties override
  22357. */
  22358. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22359. /**
  22360. * Creates a new MorphTarget
  22361. * @param name defines the name of the target
  22362. * @param influence defines the influence to use
  22363. * @param scene defines the scene the morphtarget belongs to
  22364. */
  22365. constructor(
  22366. /** defines the name of the target */
  22367. name: string, influence?: number, scene?: Nullable<Scene>);
  22368. /**
  22369. * Gets a boolean defining if the target contains position data
  22370. */
  22371. readonly hasPositions: boolean;
  22372. /**
  22373. * Gets a boolean defining if the target contains normal data
  22374. */
  22375. readonly hasNormals: boolean;
  22376. /**
  22377. * Gets a boolean defining if the target contains tangent data
  22378. */
  22379. readonly hasTangents: boolean;
  22380. /**
  22381. * Gets a boolean defining if the target contains texture coordinates data
  22382. */
  22383. readonly hasUVs: boolean;
  22384. /**
  22385. * Affects position data to this target
  22386. * @param data defines the position data to use
  22387. */
  22388. setPositions(data: Nullable<FloatArray>): void;
  22389. /**
  22390. * Gets the position data stored in this target
  22391. * @returns a FloatArray containing the position data (or null if not present)
  22392. */
  22393. getPositions(): Nullable<FloatArray>;
  22394. /**
  22395. * Affects normal data to this target
  22396. * @param data defines the normal data to use
  22397. */
  22398. setNormals(data: Nullable<FloatArray>): void;
  22399. /**
  22400. * Gets the normal data stored in this target
  22401. * @returns a FloatArray containing the normal data (or null if not present)
  22402. */
  22403. getNormals(): Nullable<FloatArray>;
  22404. /**
  22405. * Affects tangent data to this target
  22406. * @param data defines the tangent data to use
  22407. */
  22408. setTangents(data: Nullable<FloatArray>): void;
  22409. /**
  22410. * Gets the tangent data stored in this target
  22411. * @returns a FloatArray containing the tangent data (or null if not present)
  22412. */
  22413. getTangents(): Nullable<FloatArray>;
  22414. /**
  22415. * Affects texture coordinates data to this target
  22416. * @param data defines the texture coordinates data to use
  22417. */
  22418. setUVs(data: Nullable<FloatArray>): void;
  22419. /**
  22420. * Gets the texture coordinates data stored in this target
  22421. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22422. */
  22423. getUVs(): Nullable<FloatArray>;
  22424. /**
  22425. * Serializes the current target into a Serialization object
  22426. * @returns the serialized object
  22427. */
  22428. serialize(): any;
  22429. /**
  22430. * Returns the string "MorphTarget"
  22431. * @returns "MorphTarget"
  22432. */
  22433. getClassName(): string;
  22434. /**
  22435. * Creates a new target from serialized data
  22436. * @param serializationObject defines the serialized data to use
  22437. * @returns a new MorphTarget
  22438. */
  22439. static Parse(serializationObject: any): MorphTarget;
  22440. /**
  22441. * Creates a MorphTarget from mesh data
  22442. * @param mesh defines the source mesh
  22443. * @param name defines the name to use for the new target
  22444. * @param influence defines the influence to attach to the target
  22445. * @returns a new MorphTarget
  22446. */
  22447. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22448. }
  22449. }
  22450. declare module "babylonjs/Morph/morphTargetManager" {
  22451. import { Nullable } from "babylonjs/types";
  22452. import { Scene } from "babylonjs/scene";
  22453. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22454. /**
  22455. * This class is used to deform meshes using morphing between different targets
  22456. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22457. */
  22458. export class MorphTargetManager {
  22459. private _targets;
  22460. private _targetInfluenceChangedObservers;
  22461. private _targetDataLayoutChangedObservers;
  22462. private _activeTargets;
  22463. private _scene;
  22464. private _influences;
  22465. private _supportsNormals;
  22466. private _supportsTangents;
  22467. private _supportsUVs;
  22468. private _vertexCount;
  22469. private _uniqueId;
  22470. private _tempInfluences;
  22471. /**
  22472. * Gets or sets a boolean indicating if normals must be morphed
  22473. */
  22474. enableNormalMorphing: boolean;
  22475. /**
  22476. * Gets or sets a boolean indicating if tangents must be morphed
  22477. */
  22478. enableTangentMorphing: boolean;
  22479. /**
  22480. * Gets or sets a boolean indicating if UV must be morphed
  22481. */
  22482. enableUVMorphing: boolean;
  22483. /**
  22484. * Creates a new MorphTargetManager
  22485. * @param scene defines the current scene
  22486. */
  22487. constructor(scene?: Nullable<Scene>);
  22488. /**
  22489. * Gets the unique ID of this manager
  22490. */
  22491. readonly uniqueId: number;
  22492. /**
  22493. * Gets the number of vertices handled by this manager
  22494. */
  22495. readonly vertexCount: number;
  22496. /**
  22497. * Gets a boolean indicating if this manager supports morphing of normals
  22498. */
  22499. readonly supportsNormals: boolean;
  22500. /**
  22501. * Gets a boolean indicating if this manager supports morphing of tangents
  22502. */
  22503. readonly supportsTangents: boolean;
  22504. /**
  22505. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22506. */
  22507. readonly supportsUVs: boolean;
  22508. /**
  22509. * Gets the number of targets stored in this manager
  22510. */
  22511. readonly numTargets: number;
  22512. /**
  22513. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22514. */
  22515. readonly numInfluencers: number;
  22516. /**
  22517. * Gets the list of influences (one per target)
  22518. */
  22519. readonly influences: Float32Array;
  22520. /**
  22521. * Gets the active target at specified index. An active target is a target with an influence > 0
  22522. * @param index defines the index to check
  22523. * @returns the requested target
  22524. */
  22525. getActiveTarget(index: number): MorphTarget;
  22526. /**
  22527. * Gets the target at specified index
  22528. * @param index defines the index to check
  22529. * @returns the requested target
  22530. */
  22531. getTarget(index: number): MorphTarget;
  22532. /**
  22533. * Add a new target to this manager
  22534. * @param target defines the target to add
  22535. */
  22536. addTarget(target: MorphTarget): void;
  22537. /**
  22538. * Removes a target from the manager
  22539. * @param target defines the target to remove
  22540. */
  22541. removeTarget(target: MorphTarget): void;
  22542. /**
  22543. * Serializes the current manager into a Serialization object
  22544. * @returns the serialized object
  22545. */
  22546. serialize(): any;
  22547. private _syncActiveTargets;
  22548. /**
  22549. * Syncrhonize the targets with all the meshes using this morph target manager
  22550. */
  22551. synchronize(): void;
  22552. /**
  22553. * Creates a new MorphTargetManager from serialized data
  22554. * @param serializationObject defines the serialized data
  22555. * @param scene defines the hosting scene
  22556. * @returns the new MorphTargetManager
  22557. */
  22558. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22559. }
  22560. }
  22561. declare module "babylonjs/Meshes/meshLODLevel" {
  22562. import { Mesh } from "babylonjs/Meshes/mesh";
  22563. import { Nullable } from "babylonjs/types";
  22564. /**
  22565. * Class used to represent a specific level of detail of a mesh
  22566. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22567. */
  22568. export class MeshLODLevel {
  22569. /** Defines the distance where this level should star being displayed */
  22570. distance: number;
  22571. /** Defines the mesh to use to render this level */
  22572. mesh: Nullable<Mesh>;
  22573. /**
  22574. * Creates a new LOD level
  22575. * @param distance defines the distance where this level should star being displayed
  22576. * @param mesh defines the mesh to use to render this level
  22577. */
  22578. constructor(
  22579. /** Defines the distance where this level should star being displayed */
  22580. distance: number,
  22581. /** Defines the mesh to use to render this level */
  22582. mesh: Nullable<Mesh>);
  22583. }
  22584. }
  22585. declare module "babylonjs/Meshes/groundMesh" {
  22586. import { Scene } from "babylonjs/scene";
  22587. import { Vector3 } from "babylonjs/Maths/math.vector";
  22588. import { Mesh } from "babylonjs/Meshes/mesh";
  22589. /**
  22590. * Mesh representing the gorund
  22591. */
  22592. export class GroundMesh extends Mesh {
  22593. /** If octree should be generated */
  22594. generateOctree: boolean;
  22595. private _heightQuads;
  22596. /** @hidden */
  22597. _subdivisionsX: number;
  22598. /** @hidden */
  22599. _subdivisionsY: number;
  22600. /** @hidden */
  22601. _width: number;
  22602. /** @hidden */
  22603. _height: number;
  22604. /** @hidden */
  22605. _minX: number;
  22606. /** @hidden */
  22607. _maxX: number;
  22608. /** @hidden */
  22609. _minZ: number;
  22610. /** @hidden */
  22611. _maxZ: number;
  22612. constructor(name: string, scene: Scene);
  22613. /**
  22614. * "GroundMesh"
  22615. * @returns "GroundMesh"
  22616. */
  22617. getClassName(): string;
  22618. /**
  22619. * The minimum of x and y subdivisions
  22620. */
  22621. readonly subdivisions: number;
  22622. /**
  22623. * X subdivisions
  22624. */
  22625. readonly subdivisionsX: number;
  22626. /**
  22627. * Y subdivisions
  22628. */
  22629. readonly subdivisionsY: number;
  22630. /**
  22631. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22632. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22633. * @param chunksCount the number of subdivisions for x and y
  22634. * @param octreeBlocksSize (Default: 32)
  22635. */
  22636. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22637. /**
  22638. * Returns a height (y) value in the Worl system :
  22639. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22640. * @param x x coordinate
  22641. * @param z z coordinate
  22642. * @returns the ground y position if (x, z) are outside the ground surface.
  22643. */
  22644. getHeightAtCoordinates(x: number, z: number): number;
  22645. /**
  22646. * Returns a normalized vector (Vector3) orthogonal to the ground
  22647. * at the ground coordinates (x, z) expressed in the World system.
  22648. * @param x x coordinate
  22649. * @param z z coordinate
  22650. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22651. */
  22652. getNormalAtCoordinates(x: number, z: number): Vector3;
  22653. /**
  22654. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22655. * at the ground coordinates (x, z) expressed in the World system.
  22656. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22657. * @param x x coordinate
  22658. * @param z z coordinate
  22659. * @param ref vector to store the result
  22660. * @returns the GroundMesh.
  22661. */
  22662. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22663. /**
  22664. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22665. * if the ground has been updated.
  22666. * This can be used in the render loop.
  22667. * @returns the GroundMesh.
  22668. */
  22669. updateCoordinateHeights(): GroundMesh;
  22670. private _getFacetAt;
  22671. private _initHeightQuads;
  22672. private _computeHeightQuads;
  22673. /**
  22674. * Serializes this ground mesh
  22675. * @param serializationObject object to write serialization to
  22676. */
  22677. serialize(serializationObject: any): void;
  22678. /**
  22679. * Parses a serialized ground mesh
  22680. * @param parsedMesh the serialized mesh
  22681. * @param scene the scene to create the ground mesh in
  22682. * @returns the created ground mesh
  22683. */
  22684. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22685. }
  22686. }
  22687. declare module "babylonjs/Physics/physicsJoint" {
  22688. import { Vector3 } from "babylonjs/Maths/math.vector";
  22689. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22690. /**
  22691. * Interface for Physics-Joint data
  22692. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22693. */
  22694. export interface PhysicsJointData {
  22695. /**
  22696. * The main pivot of the joint
  22697. */
  22698. mainPivot?: Vector3;
  22699. /**
  22700. * The connected pivot of the joint
  22701. */
  22702. connectedPivot?: Vector3;
  22703. /**
  22704. * The main axis of the joint
  22705. */
  22706. mainAxis?: Vector3;
  22707. /**
  22708. * The connected axis of the joint
  22709. */
  22710. connectedAxis?: Vector3;
  22711. /**
  22712. * The collision of the joint
  22713. */
  22714. collision?: boolean;
  22715. /**
  22716. * Native Oimo/Cannon/Energy data
  22717. */
  22718. nativeParams?: any;
  22719. }
  22720. /**
  22721. * This is a holder class for the physics joint created by the physics plugin
  22722. * It holds a set of functions to control the underlying joint
  22723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22724. */
  22725. export class PhysicsJoint {
  22726. /**
  22727. * The type of the physics joint
  22728. */
  22729. type: number;
  22730. /**
  22731. * The data for the physics joint
  22732. */
  22733. jointData: PhysicsJointData;
  22734. private _physicsJoint;
  22735. protected _physicsPlugin: IPhysicsEnginePlugin;
  22736. /**
  22737. * Initializes the physics joint
  22738. * @param type The type of the physics joint
  22739. * @param jointData The data for the physics joint
  22740. */
  22741. constructor(
  22742. /**
  22743. * The type of the physics joint
  22744. */
  22745. type: number,
  22746. /**
  22747. * The data for the physics joint
  22748. */
  22749. jointData: PhysicsJointData);
  22750. /**
  22751. * Gets the physics joint
  22752. */
  22753. /**
  22754. * Sets the physics joint
  22755. */
  22756. physicsJoint: any;
  22757. /**
  22758. * Sets the physics plugin
  22759. */
  22760. physicsPlugin: IPhysicsEnginePlugin;
  22761. /**
  22762. * Execute a function that is physics-plugin specific.
  22763. * @param {Function} func the function that will be executed.
  22764. * It accepts two parameters: the physics world and the physics joint
  22765. */
  22766. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22767. /**
  22768. * Distance-Joint type
  22769. */
  22770. static DistanceJoint: number;
  22771. /**
  22772. * Hinge-Joint type
  22773. */
  22774. static HingeJoint: number;
  22775. /**
  22776. * Ball-and-Socket joint type
  22777. */
  22778. static BallAndSocketJoint: number;
  22779. /**
  22780. * Wheel-Joint type
  22781. */
  22782. static WheelJoint: number;
  22783. /**
  22784. * Slider-Joint type
  22785. */
  22786. static SliderJoint: number;
  22787. /**
  22788. * Prismatic-Joint type
  22789. */
  22790. static PrismaticJoint: number;
  22791. /**
  22792. * Universal-Joint type
  22793. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22794. */
  22795. static UniversalJoint: number;
  22796. /**
  22797. * Hinge-Joint 2 type
  22798. */
  22799. static Hinge2Joint: number;
  22800. /**
  22801. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22802. */
  22803. static PointToPointJoint: number;
  22804. /**
  22805. * Spring-Joint type
  22806. */
  22807. static SpringJoint: number;
  22808. /**
  22809. * Lock-Joint type
  22810. */
  22811. static LockJoint: number;
  22812. }
  22813. /**
  22814. * A class representing a physics distance joint
  22815. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22816. */
  22817. export class DistanceJoint extends PhysicsJoint {
  22818. /**
  22819. *
  22820. * @param jointData The data for the Distance-Joint
  22821. */
  22822. constructor(jointData: DistanceJointData);
  22823. /**
  22824. * Update the predefined distance.
  22825. * @param maxDistance The maximum preferred distance
  22826. * @param minDistance The minimum preferred distance
  22827. */
  22828. updateDistance(maxDistance: number, minDistance?: number): void;
  22829. }
  22830. /**
  22831. * Represents a Motor-Enabled Joint
  22832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22833. */
  22834. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22835. /**
  22836. * Initializes the Motor-Enabled Joint
  22837. * @param type The type of the joint
  22838. * @param jointData The physica joint data for the joint
  22839. */
  22840. constructor(type: number, jointData: PhysicsJointData);
  22841. /**
  22842. * Set the motor values.
  22843. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22844. * @param force the force to apply
  22845. * @param maxForce max force for this motor.
  22846. */
  22847. setMotor(force?: number, maxForce?: number): void;
  22848. /**
  22849. * Set the motor's limits.
  22850. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22851. * @param upperLimit The upper limit of the motor
  22852. * @param lowerLimit The lower limit of the motor
  22853. */
  22854. setLimit(upperLimit: number, lowerLimit?: number): void;
  22855. }
  22856. /**
  22857. * This class represents a single physics Hinge-Joint
  22858. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22859. */
  22860. export class HingeJoint extends MotorEnabledJoint {
  22861. /**
  22862. * Initializes the Hinge-Joint
  22863. * @param jointData The joint data for the Hinge-Joint
  22864. */
  22865. constructor(jointData: PhysicsJointData);
  22866. /**
  22867. * Set the motor values.
  22868. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22869. * @param {number} force the force to apply
  22870. * @param {number} maxForce max force for this motor.
  22871. */
  22872. setMotor(force?: number, maxForce?: number): void;
  22873. /**
  22874. * Set the motor's limits.
  22875. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22876. * @param upperLimit The upper limit of the motor
  22877. * @param lowerLimit The lower limit of the motor
  22878. */
  22879. setLimit(upperLimit: number, lowerLimit?: number): void;
  22880. }
  22881. /**
  22882. * This class represents a dual hinge physics joint (same as wheel joint)
  22883. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22884. */
  22885. export class Hinge2Joint extends MotorEnabledJoint {
  22886. /**
  22887. * Initializes the Hinge2-Joint
  22888. * @param jointData The joint data for the Hinge2-Joint
  22889. */
  22890. constructor(jointData: PhysicsJointData);
  22891. /**
  22892. * Set the motor values.
  22893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22894. * @param {number} targetSpeed the speed the motor is to reach
  22895. * @param {number} maxForce max force for this motor.
  22896. * @param {motorIndex} the motor's index, 0 or 1.
  22897. */
  22898. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22899. /**
  22900. * Set the motor limits.
  22901. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22902. * @param {number} upperLimit the upper limit
  22903. * @param {number} lowerLimit lower limit
  22904. * @param {motorIndex} the motor's index, 0 or 1.
  22905. */
  22906. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22907. }
  22908. /**
  22909. * Interface for a motor enabled joint
  22910. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22911. */
  22912. export interface IMotorEnabledJoint {
  22913. /**
  22914. * Physics joint
  22915. */
  22916. physicsJoint: any;
  22917. /**
  22918. * Sets the motor of the motor-enabled joint
  22919. * @param force The force of the motor
  22920. * @param maxForce The maximum force of the motor
  22921. * @param motorIndex The index of the motor
  22922. */
  22923. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22924. /**
  22925. * Sets the limit of the motor
  22926. * @param upperLimit The upper limit of the motor
  22927. * @param lowerLimit The lower limit of the motor
  22928. * @param motorIndex The index of the motor
  22929. */
  22930. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22931. }
  22932. /**
  22933. * Joint data for a Distance-Joint
  22934. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22935. */
  22936. export interface DistanceJointData extends PhysicsJointData {
  22937. /**
  22938. * Max distance the 2 joint objects can be apart
  22939. */
  22940. maxDistance: number;
  22941. }
  22942. /**
  22943. * Joint data from a spring joint
  22944. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22945. */
  22946. export interface SpringJointData extends PhysicsJointData {
  22947. /**
  22948. * Length of the spring
  22949. */
  22950. length: number;
  22951. /**
  22952. * Stiffness of the spring
  22953. */
  22954. stiffness: number;
  22955. /**
  22956. * Damping of the spring
  22957. */
  22958. damping: number;
  22959. /** this callback will be called when applying the force to the impostors. */
  22960. forceApplicationCallback: () => void;
  22961. }
  22962. }
  22963. declare module "babylonjs/Physics/physicsRaycastResult" {
  22964. import { Vector3 } from "babylonjs/Maths/math.vector";
  22965. /**
  22966. * Holds the data for the raycast result
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export class PhysicsRaycastResult {
  22970. private _hasHit;
  22971. private _hitDistance;
  22972. private _hitNormalWorld;
  22973. private _hitPointWorld;
  22974. private _rayFromWorld;
  22975. private _rayToWorld;
  22976. /**
  22977. * Gets if there was a hit
  22978. */
  22979. readonly hasHit: boolean;
  22980. /**
  22981. * Gets the distance from the hit
  22982. */
  22983. readonly hitDistance: number;
  22984. /**
  22985. * Gets the hit normal/direction in the world
  22986. */
  22987. readonly hitNormalWorld: Vector3;
  22988. /**
  22989. * Gets the hit point in the world
  22990. */
  22991. readonly hitPointWorld: Vector3;
  22992. /**
  22993. * Gets the ray "start point" of the ray in the world
  22994. */
  22995. readonly rayFromWorld: Vector3;
  22996. /**
  22997. * Gets the ray "end point" of the ray in the world
  22998. */
  22999. readonly rayToWorld: Vector3;
  23000. /**
  23001. * Sets the hit data (normal & point in world space)
  23002. * @param hitNormalWorld defines the normal in world space
  23003. * @param hitPointWorld defines the point in world space
  23004. */
  23005. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23006. /**
  23007. * Sets the distance from the start point to the hit point
  23008. * @param distance
  23009. */
  23010. setHitDistance(distance: number): void;
  23011. /**
  23012. * Calculates the distance manually
  23013. */
  23014. calculateHitDistance(): void;
  23015. /**
  23016. * Resets all the values to default
  23017. * @param from The from point on world space
  23018. * @param to The to point on world space
  23019. */
  23020. reset(from?: Vector3, to?: Vector3): void;
  23021. }
  23022. /**
  23023. * Interface for the size containing width and height
  23024. */
  23025. interface IXYZ {
  23026. /**
  23027. * X
  23028. */
  23029. x: number;
  23030. /**
  23031. * Y
  23032. */
  23033. y: number;
  23034. /**
  23035. * Z
  23036. */
  23037. z: number;
  23038. }
  23039. }
  23040. declare module "babylonjs/Physics/IPhysicsEngine" {
  23041. import { Nullable } from "babylonjs/types";
  23042. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23044. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23045. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23046. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23047. /**
  23048. * Interface used to describe a physics joint
  23049. */
  23050. export interface PhysicsImpostorJoint {
  23051. /** Defines the main impostor to which the joint is linked */
  23052. mainImpostor: PhysicsImpostor;
  23053. /** Defines the impostor that is connected to the main impostor using this joint */
  23054. connectedImpostor: PhysicsImpostor;
  23055. /** Defines the joint itself */
  23056. joint: PhysicsJoint;
  23057. }
  23058. /** @hidden */
  23059. export interface IPhysicsEnginePlugin {
  23060. world: any;
  23061. name: string;
  23062. setGravity(gravity: Vector3): void;
  23063. setTimeStep(timeStep: number): void;
  23064. getTimeStep(): number;
  23065. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23066. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23067. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23068. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23069. removePhysicsBody(impostor: PhysicsImpostor): void;
  23070. generateJoint(joint: PhysicsImpostorJoint): void;
  23071. removeJoint(joint: PhysicsImpostorJoint): void;
  23072. isSupported(): boolean;
  23073. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23074. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23075. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23076. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23077. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23078. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23079. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23080. getBodyMass(impostor: PhysicsImpostor): number;
  23081. getBodyFriction(impostor: PhysicsImpostor): number;
  23082. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23083. getBodyRestitution(impostor: PhysicsImpostor): number;
  23084. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23085. getBodyPressure?(impostor: PhysicsImpostor): number;
  23086. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23087. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23088. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23089. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23090. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23091. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23092. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23093. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23094. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23095. sleepBody(impostor: PhysicsImpostor): void;
  23096. wakeUpBody(impostor: PhysicsImpostor): void;
  23097. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23098. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23099. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23100. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23101. getRadius(impostor: PhysicsImpostor): number;
  23102. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23103. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23104. dispose(): void;
  23105. }
  23106. /**
  23107. * Interface used to define a physics engine
  23108. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23109. */
  23110. export interface IPhysicsEngine {
  23111. /**
  23112. * Gets the gravity vector used by the simulation
  23113. */
  23114. gravity: Vector3;
  23115. /**
  23116. * Sets the gravity vector used by the simulation
  23117. * @param gravity defines the gravity vector to use
  23118. */
  23119. setGravity(gravity: Vector3): void;
  23120. /**
  23121. * Set the time step of the physics engine.
  23122. * Default is 1/60.
  23123. * To slow it down, enter 1/600 for example.
  23124. * To speed it up, 1/30
  23125. * @param newTimeStep the new timestep to apply to this world.
  23126. */
  23127. setTimeStep(newTimeStep: number): void;
  23128. /**
  23129. * Get the time step of the physics engine.
  23130. * @returns the current time step
  23131. */
  23132. getTimeStep(): number;
  23133. /**
  23134. * Release all resources
  23135. */
  23136. dispose(): void;
  23137. /**
  23138. * Gets the name of the current physics plugin
  23139. * @returns the name of the plugin
  23140. */
  23141. getPhysicsPluginName(): string;
  23142. /**
  23143. * Adding a new impostor for the impostor tracking.
  23144. * This will be done by the impostor itself.
  23145. * @param impostor the impostor to add
  23146. */
  23147. addImpostor(impostor: PhysicsImpostor): void;
  23148. /**
  23149. * Remove an impostor from the engine.
  23150. * This impostor and its mesh will not longer be updated by the physics engine.
  23151. * @param impostor the impostor to remove
  23152. */
  23153. removeImpostor(impostor: PhysicsImpostor): void;
  23154. /**
  23155. * Add a joint to the physics engine
  23156. * @param mainImpostor defines the main impostor to which the joint is added.
  23157. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23158. * @param joint defines the joint that will connect both impostors.
  23159. */
  23160. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23161. /**
  23162. * Removes a joint from the simulation
  23163. * @param mainImpostor defines the impostor used with the joint
  23164. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23165. * @param joint defines the joint to remove
  23166. */
  23167. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23168. /**
  23169. * Gets the current plugin used to run the simulation
  23170. * @returns current plugin
  23171. */
  23172. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23173. /**
  23174. * Gets the list of physic impostors
  23175. * @returns an array of PhysicsImpostor
  23176. */
  23177. getImpostors(): Array<PhysicsImpostor>;
  23178. /**
  23179. * Gets the impostor for a physics enabled object
  23180. * @param object defines the object impersonated by the impostor
  23181. * @returns the PhysicsImpostor or null if not found
  23182. */
  23183. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23184. /**
  23185. * Gets the impostor for a physics body object
  23186. * @param body defines physics body used by the impostor
  23187. * @returns the PhysicsImpostor or null if not found
  23188. */
  23189. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23190. /**
  23191. * Does a raycast in the physics world
  23192. * @param from when should the ray start?
  23193. * @param to when should the ray end?
  23194. * @returns PhysicsRaycastResult
  23195. */
  23196. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23197. /**
  23198. * Called by the scene. No need to call it.
  23199. * @param delta defines the timespam between frames
  23200. */
  23201. _step(delta: number): void;
  23202. }
  23203. }
  23204. declare module "babylonjs/Physics/physicsImpostor" {
  23205. import { Nullable, IndicesArray } from "babylonjs/types";
  23206. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23207. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23208. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23209. import { Scene } from "babylonjs/scene";
  23210. import { Bone } from "babylonjs/Bones/bone";
  23211. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23212. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23213. import { Space } from "babylonjs/Maths/math.axis";
  23214. /**
  23215. * The interface for the physics imposter parameters
  23216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23217. */
  23218. export interface PhysicsImpostorParameters {
  23219. /**
  23220. * The mass of the physics imposter
  23221. */
  23222. mass: number;
  23223. /**
  23224. * The friction of the physics imposter
  23225. */
  23226. friction?: number;
  23227. /**
  23228. * The coefficient of restitution of the physics imposter
  23229. */
  23230. restitution?: number;
  23231. /**
  23232. * The native options of the physics imposter
  23233. */
  23234. nativeOptions?: any;
  23235. /**
  23236. * Specifies if the parent should be ignored
  23237. */
  23238. ignoreParent?: boolean;
  23239. /**
  23240. * Specifies if bi-directional transformations should be disabled
  23241. */
  23242. disableBidirectionalTransformation?: boolean;
  23243. /**
  23244. * The pressure inside the physics imposter, soft object only
  23245. */
  23246. pressure?: number;
  23247. /**
  23248. * The stiffness the physics imposter, soft object only
  23249. */
  23250. stiffness?: number;
  23251. /**
  23252. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23253. */
  23254. velocityIterations?: number;
  23255. /**
  23256. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23257. */
  23258. positionIterations?: number;
  23259. /**
  23260. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23261. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23262. * Add to fix multiple points
  23263. */
  23264. fixedPoints?: number;
  23265. /**
  23266. * The collision margin around a soft object
  23267. */
  23268. margin?: number;
  23269. /**
  23270. * The collision margin around a soft object
  23271. */
  23272. damping?: number;
  23273. /**
  23274. * The path for a rope based on an extrusion
  23275. */
  23276. path?: any;
  23277. /**
  23278. * The shape of an extrusion used for a rope based on an extrusion
  23279. */
  23280. shape?: any;
  23281. }
  23282. /**
  23283. * Interface for a physics-enabled object
  23284. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23285. */
  23286. export interface IPhysicsEnabledObject {
  23287. /**
  23288. * The position of the physics-enabled object
  23289. */
  23290. position: Vector3;
  23291. /**
  23292. * The rotation of the physics-enabled object
  23293. */
  23294. rotationQuaternion: Nullable<Quaternion>;
  23295. /**
  23296. * The scale of the physics-enabled object
  23297. */
  23298. scaling: Vector3;
  23299. /**
  23300. * The rotation of the physics-enabled object
  23301. */
  23302. rotation?: Vector3;
  23303. /**
  23304. * The parent of the physics-enabled object
  23305. */
  23306. parent?: any;
  23307. /**
  23308. * The bounding info of the physics-enabled object
  23309. * @returns The bounding info of the physics-enabled object
  23310. */
  23311. getBoundingInfo(): BoundingInfo;
  23312. /**
  23313. * Computes the world matrix
  23314. * @param force Specifies if the world matrix should be computed by force
  23315. * @returns A world matrix
  23316. */
  23317. computeWorldMatrix(force: boolean): Matrix;
  23318. /**
  23319. * Gets the world matrix
  23320. * @returns A world matrix
  23321. */
  23322. getWorldMatrix?(): Matrix;
  23323. /**
  23324. * Gets the child meshes
  23325. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23326. * @returns An array of abstract meshes
  23327. */
  23328. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23329. /**
  23330. * Gets the vertex data
  23331. * @param kind The type of vertex data
  23332. * @returns A nullable array of numbers, or a float32 array
  23333. */
  23334. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23335. /**
  23336. * Gets the indices from the mesh
  23337. * @returns A nullable array of index arrays
  23338. */
  23339. getIndices?(): Nullable<IndicesArray>;
  23340. /**
  23341. * Gets the scene from the mesh
  23342. * @returns the indices array or null
  23343. */
  23344. getScene?(): Scene;
  23345. /**
  23346. * Gets the absolute position from the mesh
  23347. * @returns the absolute position
  23348. */
  23349. getAbsolutePosition(): Vector3;
  23350. /**
  23351. * Gets the absolute pivot point from the mesh
  23352. * @returns the absolute pivot point
  23353. */
  23354. getAbsolutePivotPoint(): Vector3;
  23355. /**
  23356. * Rotates the mesh
  23357. * @param axis The axis of rotation
  23358. * @param amount The amount of rotation
  23359. * @param space The space of the rotation
  23360. * @returns The rotation transform node
  23361. */
  23362. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23363. /**
  23364. * Translates the mesh
  23365. * @param axis The axis of translation
  23366. * @param distance The distance of translation
  23367. * @param space The space of the translation
  23368. * @returns The transform node
  23369. */
  23370. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23371. /**
  23372. * Sets the absolute position of the mesh
  23373. * @param absolutePosition The absolute position of the mesh
  23374. * @returns The transform node
  23375. */
  23376. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23377. /**
  23378. * Gets the class name of the mesh
  23379. * @returns The class name
  23380. */
  23381. getClassName(): string;
  23382. }
  23383. /**
  23384. * Represents a physics imposter
  23385. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23386. */
  23387. export class PhysicsImpostor {
  23388. /**
  23389. * The physics-enabled object used as the physics imposter
  23390. */
  23391. object: IPhysicsEnabledObject;
  23392. /**
  23393. * The type of the physics imposter
  23394. */
  23395. type: number;
  23396. private _options;
  23397. private _scene?;
  23398. /**
  23399. * The default object size of the imposter
  23400. */
  23401. static DEFAULT_OBJECT_SIZE: Vector3;
  23402. /**
  23403. * The identity quaternion of the imposter
  23404. */
  23405. static IDENTITY_QUATERNION: Quaternion;
  23406. /** @hidden */
  23407. _pluginData: any;
  23408. private _physicsEngine;
  23409. private _physicsBody;
  23410. private _bodyUpdateRequired;
  23411. private _onBeforePhysicsStepCallbacks;
  23412. private _onAfterPhysicsStepCallbacks;
  23413. /** @hidden */
  23414. _onPhysicsCollideCallbacks: Array<{
  23415. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23416. otherImpostors: Array<PhysicsImpostor>;
  23417. }>;
  23418. private _deltaPosition;
  23419. private _deltaRotation;
  23420. private _deltaRotationConjugated;
  23421. /** @hidden */
  23422. _isFromLine: boolean;
  23423. private _parent;
  23424. private _isDisposed;
  23425. private static _tmpVecs;
  23426. private static _tmpQuat;
  23427. /**
  23428. * Specifies if the physics imposter is disposed
  23429. */
  23430. readonly isDisposed: boolean;
  23431. /**
  23432. * Gets the mass of the physics imposter
  23433. */
  23434. mass: number;
  23435. /**
  23436. * Gets the coefficient of friction
  23437. */
  23438. /**
  23439. * Sets the coefficient of friction
  23440. */
  23441. friction: number;
  23442. /**
  23443. * Gets the coefficient of restitution
  23444. */
  23445. /**
  23446. * Sets the coefficient of restitution
  23447. */
  23448. restitution: number;
  23449. /**
  23450. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23451. */
  23452. /**
  23453. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23454. */
  23455. pressure: number;
  23456. /**
  23457. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23458. */
  23459. /**
  23460. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23461. */
  23462. stiffness: number;
  23463. /**
  23464. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23465. */
  23466. /**
  23467. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23468. */
  23469. velocityIterations: number;
  23470. /**
  23471. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23472. */
  23473. /**
  23474. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23475. */
  23476. positionIterations: number;
  23477. /**
  23478. * The unique id of the physics imposter
  23479. * set by the physics engine when adding this impostor to the array
  23480. */
  23481. uniqueId: number;
  23482. /**
  23483. * @hidden
  23484. */
  23485. soft: boolean;
  23486. /**
  23487. * @hidden
  23488. */
  23489. segments: number;
  23490. private _joints;
  23491. /**
  23492. * Initializes the physics imposter
  23493. * @param object The physics-enabled object used as the physics imposter
  23494. * @param type The type of the physics imposter
  23495. * @param _options The options for the physics imposter
  23496. * @param _scene The Babylon scene
  23497. */
  23498. constructor(
  23499. /**
  23500. * The physics-enabled object used as the physics imposter
  23501. */
  23502. object: IPhysicsEnabledObject,
  23503. /**
  23504. * The type of the physics imposter
  23505. */
  23506. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23507. /**
  23508. * This function will completly initialize this impostor.
  23509. * It will create a new body - but only if this mesh has no parent.
  23510. * If it has, this impostor will not be used other than to define the impostor
  23511. * of the child mesh.
  23512. * @hidden
  23513. */
  23514. _init(): void;
  23515. private _getPhysicsParent;
  23516. /**
  23517. * Should a new body be generated.
  23518. * @returns boolean specifying if body initialization is required
  23519. */
  23520. isBodyInitRequired(): boolean;
  23521. /**
  23522. * Sets the updated scaling
  23523. * @param updated Specifies if the scaling is updated
  23524. */
  23525. setScalingUpdated(): void;
  23526. /**
  23527. * Force a regeneration of this or the parent's impostor's body.
  23528. * Use under cautious - This will remove all joints already implemented.
  23529. */
  23530. forceUpdate(): void;
  23531. /**
  23532. * Gets the body that holds this impostor. Either its own, or its parent.
  23533. */
  23534. /**
  23535. * Set the physics body. Used mainly by the physics engine/plugin
  23536. */
  23537. physicsBody: any;
  23538. /**
  23539. * Get the parent of the physics imposter
  23540. * @returns Physics imposter or null
  23541. */
  23542. /**
  23543. * Sets the parent of the physics imposter
  23544. */
  23545. parent: Nullable<PhysicsImpostor>;
  23546. /**
  23547. * Resets the update flags
  23548. */
  23549. resetUpdateFlags(): void;
  23550. /**
  23551. * Gets the object extend size
  23552. * @returns the object extend size
  23553. */
  23554. getObjectExtendSize(): Vector3;
  23555. /**
  23556. * Gets the object center
  23557. * @returns The object center
  23558. */
  23559. getObjectCenter(): Vector3;
  23560. /**
  23561. * Get a specific parametes from the options parameter
  23562. * @param paramName The object parameter name
  23563. * @returns The object parameter
  23564. */
  23565. getParam(paramName: string): any;
  23566. /**
  23567. * Sets a specific parameter in the options given to the physics plugin
  23568. * @param paramName The parameter name
  23569. * @param value The value of the parameter
  23570. */
  23571. setParam(paramName: string, value: number): void;
  23572. /**
  23573. * Specifically change the body's mass option. Won't recreate the physics body object
  23574. * @param mass The mass of the physics imposter
  23575. */
  23576. setMass(mass: number): void;
  23577. /**
  23578. * Gets the linear velocity
  23579. * @returns linear velocity or null
  23580. */
  23581. getLinearVelocity(): Nullable<Vector3>;
  23582. /**
  23583. * Sets the linear velocity
  23584. * @param velocity linear velocity or null
  23585. */
  23586. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23587. /**
  23588. * Gets the angular velocity
  23589. * @returns angular velocity or null
  23590. */
  23591. getAngularVelocity(): Nullable<Vector3>;
  23592. /**
  23593. * Sets the angular velocity
  23594. * @param velocity The velocity or null
  23595. */
  23596. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23597. /**
  23598. * Execute a function with the physics plugin native code
  23599. * Provide a function the will have two variables - the world object and the physics body object
  23600. * @param func The function to execute with the physics plugin native code
  23601. */
  23602. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23603. /**
  23604. * Register a function that will be executed before the physics world is stepping forward
  23605. * @param func The function to execute before the physics world is stepped forward
  23606. */
  23607. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23608. /**
  23609. * Unregister a function that will be executed before the physics world is stepping forward
  23610. * @param func The function to execute before the physics world is stepped forward
  23611. */
  23612. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23613. /**
  23614. * Register a function that will be executed after the physics step
  23615. * @param func The function to execute after physics step
  23616. */
  23617. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23618. /**
  23619. * Unregisters a function that will be executed after the physics step
  23620. * @param func The function to execute after physics step
  23621. */
  23622. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23623. /**
  23624. * register a function that will be executed when this impostor collides against a different body
  23625. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23626. * @param func Callback that is executed on collision
  23627. */
  23628. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23629. /**
  23630. * Unregisters the physics imposter on contact
  23631. * @param collideAgainst The physics object to collide against
  23632. * @param func Callback to execute on collision
  23633. */
  23634. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23635. private _tmpQuat;
  23636. private _tmpQuat2;
  23637. /**
  23638. * Get the parent rotation
  23639. * @returns The parent rotation
  23640. */
  23641. getParentsRotation(): Quaternion;
  23642. /**
  23643. * this function is executed by the physics engine.
  23644. */
  23645. beforeStep: () => void;
  23646. /**
  23647. * this function is executed by the physics engine
  23648. */
  23649. afterStep: () => void;
  23650. /**
  23651. * Legacy collision detection event support
  23652. */
  23653. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23654. /**
  23655. * event and body object due to cannon's event-based architecture.
  23656. */
  23657. onCollide: (e: {
  23658. body: any;
  23659. }) => void;
  23660. /**
  23661. * Apply a force
  23662. * @param force The force to apply
  23663. * @param contactPoint The contact point for the force
  23664. * @returns The physics imposter
  23665. */
  23666. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23667. /**
  23668. * Apply an impulse
  23669. * @param force The impulse force
  23670. * @param contactPoint The contact point for the impulse force
  23671. * @returns The physics imposter
  23672. */
  23673. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23674. /**
  23675. * A help function to create a joint
  23676. * @param otherImpostor A physics imposter used to create a joint
  23677. * @param jointType The type of joint
  23678. * @param jointData The data for the joint
  23679. * @returns The physics imposter
  23680. */
  23681. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23682. /**
  23683. * Add a joint to this impostor with a different impostor
  23684. * @param otherImpostor A physics imposter used to add a joint
  23685. * @param joint The joint to add
  23686. * @returns The physics imposter
  23687. */
  23688. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23689. /**
  23690. * Add an anchor to a cloth impostor
  23691. * @param otherImpostor rigid impostor to anchor to
  23692. * @param width ratio across width from 0 to 1
  23693. * @param height ratio up height from 0 to 1
  23694. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23695. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23696. * @returns impostor the soft imposter
  23697. */
  23698. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23699. /**
  23700. * Add a hook to a rope impostor
  23701. * @param otherImpostor rigid impostor to anchor to
  23702. * @param length ratio across rope from 0 to 1
  23703. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23704. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23705. * @returns impostor the rope imposter
  23706. */
  23707. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23708. /**
  23709. * Will keep this body still, in a sleep mode.
  23710. * @returns the physics imposter
  23711. */
  23712. sleep(): PhysicsImpostor;
  23713. /**
  23714. * Wake the body up.
  23715. * @returns The physics imposter
  23716. */
  23717. wakeUp(): PhysicsImpostor;
  23718. /**
  23719. * Clones the physics imposter
  23720. * @param newObject The physics imposter clones to this physics-enabled object
  23721. * @returns A nullable physics imposter
  23722. */
  23723. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23724. /**
  23725. * Disposes the physics imposter
  23726. */
  23727. dispose(): void;
  23728. /**
  23729. * Sets the delta position
  23730. * @param position The delta position amount
  23731. */
  23732. setDeltaPosition(position: Vector3): void;
  23733. /**
  23734. * Sets the delta rotation
  23735. * @param rotation The delta rotation amount
  23736. */
  23737. setDeltaRotation(rotation: Quaternion): void;
  23738. /**
  23739. * Gets the box size of the physics imposter and stores the result in the input parameter
  23740. * @param result Stores the box size
  23741. * @returns The physics imposter
  23742. */
  23743. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23744. /**
  23745. * Gets the radius of the physics imposter
  23746. * @returns Radius of the physics imposter
  23747. */
  23748. getRadius(): number;
  23749. /**
  23750. * Sync a bone with this impostor
  23751. * @param bone The bone to sync to the impostor.
  23752. * @param boneMesh The mesh that the bone is influencing.
  23753. * @param jointPivot The pivot of the joint / bone in local space.
  23754. * @param distToJoint Optional distance from the impostor to the joint.
  23755. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23756. */
  23757. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23758. /**
  23759. * Sync impostor to a bone
  23760. * @param bone The bone that the impostor will be synced to.
  23761. * @param boneMesh The mesh that the bone is influencing.
  23762. * @param jointPivot The pivot of the joint / bone in local space.
  23763. * @param distToJoint Optional distance from the impostor to the joint.
  23764. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23765. * @param boneAxis Optional vector3 axis the bone is aligned with
  23766. */
  23767. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23768. /**
  23769. * No-Imposter type
  23770. */
  23771. static NoImpostor: number;
  23772. /**
  23773. * Sphere-Imposter type
  23774. */
  23775. static SphereImpostor: number;
  23776. /**
  23777. * Box-Imposter type
  23778. */
  23779. static BoxImpostor: number;
  23780. /**
  23781. * Plane-Imposter type
  23782. */
  23783. static PlaneImpostor: number;
  23784. /**
  23785. * Mesh-imposter type
  23786. */
  23787. static MeshImpostor: number;
  23788. /**
  23789. * Capsule-Impostor type (Ammo.js plugin only)
  23790. */
  23791. static CapsuleImpostor: number;
  23792. /**
  23793. * Cylinder-Imposter type
  23794. */
  23795. static CylinderImpostor: number;
  23796. /**
  23797. * Particle-Imposter type
  23798. */
  23799. static ParticleImpostor: number;
  23800. /**
  23801. * Heightmap-Imposter type
  23802. */
  23803. static HeightmapImpostor: number;
  23804. /**
  23805. * ConvexHull-Impostor type (Ammo.js plugin only)
  23806. */
  23807. static ConvexHullImpostor: number;
  23808. /**
  23809. * Rope-Imposter type
  23810. */
  23811. static RopeImpostor: number;
  23812. /**
  23813. * Cloth-Imposter type
  23814. */
  23815. static ClothImpostor: number;
  23816. /**
  23817. * Softbody-Imposter type
  23818. */
  23819. static SoftbodyImpostor: number;
  23820. }
  23821. }
  23822. declare module "babylonjs/Meshes/mesh" {
  23823. import { Observable } from "babylonjs/Misc/observable";
  23824. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23825. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23826. import { Camera } from "babylonjs/Cameras/camera";
  23827. import { Scene } from "babylonjs/scene";
  23828. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23829. import { Color4 } from "babylonjs/Maths/math.color";
  23830. import { Engine } from "babylonjs/Engines/engine";
  23831. import { Node } from "babylonjs/node";
  23832. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23833. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23834. import { Buffer } from "babylonjs/Meshes/buffer";
  23835. import { Geometry } from "babylonjs/Meshes/geometry";
  23836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23837. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23838. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23839. import { Effect } from "babylonjs/Materials/effect";
  23840. import { Material } from "babylonjs/Materials/material";
  23841. import { Skeleton } from "babylonjs/Bones/skeleton";
  23842. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23843. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23844. import { Path3D } from "babylonjs/Maths/math.path";
  23845. import { Plane } from "babylonjs/Maths/math.plane";
  23846. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23847. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23848. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23849. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23850. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23851. /**
  23852. * @hidden
  23853. **/
  23854. export class _CreationDataStorage {
  23855. closePath?: boolean;
  23856. closeArray?: boolean;
  23857. idx: number[];
  23858. dashSize: number;
  23859. gapSize: number;
  23860. path3D: Path3D;
  23861. pathArray: Vector3[][];
  23862. arc: number;
  23863. radius: number;
  23864. cap: number;
  23865. tessellation: number;
  23866. }
  23867. /**
  23868. * @hidden
  23869. **/
  23870. class _InstanceDataStorage {
  23871. visibleInstances: any;
  23872. batchCache: _InstancesBatch;
  23873. instancesBufferSize: number;
  23874. instancesBuffer: Nullable<Buffer>;
  23875. instancesData: Float32Array;
  23876. overridenInstanceCount: number;
  23877. isFrozen: boolean;
  23878. previousBatch: Nullable<_InstancesBatch>;
  23879. hardwareInstancedRendering: boolean;
  23880. sideOrientation: number;
  23881. }
  23882. /**
  23883. * @hidden
  23884. **/
  23885. export class _InstancesBatch {
  23886. mustReturn: boolean;
  23887. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23888. renderSelf: boolean[];
  23889. hardwareInstancedRendering: boolean[];
  23890. }
  23891. /**
  23892. * Class used to represent renderable models
  23893. */
  23894. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23895. /**
  23896. * Mesh side orientation : usually the external or front surface
  23897. */
  23898. static readonly FRONTSIDE: number;
  23899. /**
  23900. * Mesh side orientation : usually the internal or back surface
  23901. */
  23902. static readonly BACKSIDE: number;
  23903. /**
  23904. * Mesh side orientation : both internal and external or front and back surfaces
  23905. */
  23906. static readonly DOUBLESIDE: number;
  23907. /**
  23908. * Mesh side orientation : by default, `FRONTSIDE`
  23909. */
  23910. static readonly DEFAULTSIDE: number;
  23911. /**
  23912. * Mesh cap setting : no cap
  23913. */
  23914. static readonly NO_CAP: number;
  23915. /**
  23916. * Mesh cap setting : one cap at the beginning of the mesh
  23917. */
  23918. static readonly CAP_START: number;
  23919. /**
  23920. * Mesh cap setting : one cap at the end of the mesh
  23921. */
  23922. static readonly CAP_END: number;
  23923. /**
  23924. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23925. */
  23926. static readonly CAP_ALL: number;
  23927. /**
  23928. * Mesh pattern setting : no flip or rotate
  23929. */
  23930. static readonly NO_FLIP: number;
  23931. /**
  23932. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23933. */
  23934. static readonly FLIP_TILE: number;
  23935. /**
  23936. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23937. */
  23938. static readonly ROTATE_TILE: number;
  23939. /**
  23940. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23941. */
  23942. static readonly FLIP_ROW: number;
  23943. /**
  23944. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23945. */
  23946. static readonly ROTATE_ROW: number;
  23947. /**
  23948. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23949. */
  23950. static readonly FLIP_N_ROTATE_TILE: number;
  23951. /**
  23952. * Mesh pattern setting : rotate pattern and rotate
  23953. */
  23954. static readonly FLIP_N_ROTATE_ROW: number;
  23955. /**
  23956. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23957. */
  23958. static readonly CENTER: number;
  23959. /**
  23960. * Mesh tile positioning : part tiles on left
  23961. */
  23962. static readonly LEFT: number;
  23963. /**
  23964. * Mesh tile positioning : part tiles on right
  23965. */
  23966. static readonly RIGHT: number;
  23967. /**
  23968. * Mesh tile positioning : part tiles on top
  23969. */
  23970. static readonly TOP: number;
  23971. /**
  23972. * Mesh tile positioning : part tiles on bottom
  23973. */
  23974. static readonly BOTTOM: number;
  23975. /**
  23976. * Gets the default side orientation.
  23977. * @param orientation the orientation to value to attempt to get
  23978. * @returns the default orientation
  23979. * @hidden
  23980. */
  23981. static _GetDefaultSideOrientation(orientation?: number): number;
  23982. private _internalMeshDataInfo;
  23983. /**
  23984. * An event triggered before rendering the mesh
  23985. */
  23986. readonly onBeforeRenderObservable: Observable<Mesh>;
  23987. /**
  23988. * An event triggered before binding the mesh
  23989. */
  23990. readonly onBeforeBindObservable: Observable<Mesh>;
  23991. /**
  23992. * An event triggered after rendering the mesh
  23993. */
  23994. readonly onAfterRenderObservable: Observable<Mesh>;
  23995. /**
  23996. * An event triggered before drawing the mesh
  23997. */
  23998. readonly onBeforeDrawObservable: Observable<Mesh>;
  23999. private _onBeforeDrawObserver;
  24000. /**
  24001. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24002. */
  24003. onBeforeDraw: () => void;
  24004. /**
  24005. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24006. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24007. */
  24008. delayLoadState: number;
  24009. /**
  24010. * Gets the list of instances created from this mesh
  24011. * it is not supposed to be modified manually.
  24012. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24013. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24014. */
  24015. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24016. /**
  24017. * Gets the file containing delay loading data for this mesh
  24018. */
  24019. delayLoadingFile: string;
  24020. /** @hidden */
  24021. _binaryInfo: any;
  24022. /**
  24023. * User defined function used to change how LOD level selection is done
  24024. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24025. */
  24026. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24027. /**
  24028. * Gets or sets the morph target manager
  24029. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24030. */
  24031. morphTargetManager: Nullable<MorphTargetManager>;
  24032. /** @hidden */
  24033. _creationDataStorage: Nullable<_CreationDataStorage>;
  24034. /** @hidden */
  24035. _geometry: Nullable<Geometry>;
  24036. /** @hidden */
  24037. _delayInfo: Array<string>;
  24038. /** @hidden */
  24039. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24040. /** @hidden */
  24041. _instanceDataStorage: _InstanceDataStorage;
  24042. private _effectiveMaterial;
  24043. /** @hidden */
  24044. _shouldGenerateFlatShading: boolean;
  24045. /** @hidden */
  24046. _originalBuilderSideOrientation: number;
  24047. /**
  24048. * Use this property to change the original side orientation defined at construction time
  24049. */
  24050. overrideMaterialSideOrientation: Nullable<number>;
  24051. /**
  24052. * Gets the source mesh (the one used to clone this one from)
  24053. */
  24054. readonly source: Nullable<Mesh>;
  24055. /**
  24056. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24057. */
  24058. isUnIndexed: boolean;
  24059. /**
  24060. * @constructor
  24061. * @param name The value used by scene.getMeshByName() to do a lookup.
  24062. * @param scene The scene to add this mesh to.
  24063. * @param parent The parent of this mesh, if it has one
  24064. * @param source An optional Mesh from which geometry is shared, cloned.
  24065. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24066. * When false, achieved by calling a clone(), also passing False.
  24067. * This will make creation of children, recursive.
  24068. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24069. */
  24070. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24071. /**
  24072. * Gets the class name
  24073. * @returns the string "Mesh".
  24074. */
  24075. getClassName(): string;
  24076. /** @hidden */
  24077. readonly _isMesh: boolean;
  24078. /**
  24079. * Returns a description of this mesh
  24080. * @param fullDetails define if full details about this mesh must be used
  24081. * @returns a descriptive string representing this mesh
  24082. */
  24083. toString(fullDetails?: boolean): string;
  24084. /** @hidden */
  24085. _unBindEffect(): void;
  24086. /**
  24087. * Gets a boolean indicating if this mesh has LOD
  24088. */
  24089. readonly hasLODLevels: boolean;
  24090. /**
  24091. * Gets the list of MeshLODLevel associated with the current mesh
  24092. * @returns an array of MeshLODLevel
  24093. */
  24094. getLODLevels(): MeshLODLevel[];
  24095. private _sortLODLevels;
  24096. /**
  24097. * Add a mesh as LOD level triggered at the given distance.
  24098. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24099. * @param distance The distance from the center of the object to show this level
  24100. * @param mesh The mesh to be added as LOD level (can be null)
  24101. * @return This mesh (for chaining)
  24102. */
  24103. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24104. /**
  24105. * Returns the LOD level mesh at the passed distance or null if not found.
  24106. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24107. * @param distance The distance from the center of the object to show this level
  24108. * @returns a Mesh or `null`
  24109. */
  24110. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24111. /**
  24112. * Remove a mesh from the LOD array
  24113. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24114. * @param mesh defines the mesh to be removed
  24115. * @return This mesh (for chaining)
  24116. */
  24117. removeLODLevel(mesh: Mesh): Mesh;
  24118. /**
  24119. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24120. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24121. * @param camera defines the camera to use to compute distance
  24122. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24123. * @return This mesh (for chaining)
  24124. */
  24125. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24126. /**
  24127. * Gets the mesh internal Geometry object
  24128. */
  24129. readonly geometry: Nullable<Geometry>;
  24130. /**
  24131. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24132. * @returns the total number of vertices
  24133. */
  24134. getTotalVertices(): number;
  24135. /**
  24136. * Returns the content of an associated vertex buffer
  24137. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24138. * - VertexBuffer.PositionKind
  24139. * - VertexBuffer.UVKind
  24140. * - VertexBuffer.UV2Kind
  24141. * - VertexBuffer.UV3Kind
  24142. * - VertexBuffer.UV4Kind
  24143. * - VertexBuffer.UV5Kind
  24144. * - VertexBuffer.UV6Kind
  24145. * - VertexBuffer.ColorKind
  24146. * - VertexBuffer.MatricesIndicesKind
  24147. * - VertexBuffer.MatricesIndicesExtraKind
  24148. * - VertexBuffer.MatricesWeightsKind
  24149. * - VertexBuffer.MatricesWeightsExtraKind
  24150. * @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
  24151. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24152. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24153. */
  24154. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24155. /**
  24156. * Returns the mesh VertexBuffer object from the requested `kind`
  24157. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24158. * - VertexBuffer.PositionKind
  24159. * - VertexBuffer.NormalKind
  24160. * - VertexBuffer.UVKind
  24161. * - VertexBuffer.UV2Kind
  24162. * - VertexBuffer.UV3Kind
  24163. * - VertexBuffer.UV4Kind
  24164. * - VertexBuffer.UV5Kind
  24165. * - VertexBuffer.UV6Kind
  24166. * - VertexBuffer.ColorKind
  24167. * - VertexBuffer.MatricesIndicesKind
  24168. * - VertexBuffer.MatricesIndicesExtraKind
  24169. * - VertexBuffer.MatricesWeightsKind
  24170. * - VertexBuffer.MatricesWeightsExtraKind
  24171. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24172. */
  24173. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24174. /**
  24175. * Tests if a specific vertex buffer is associated with this mesh
  24176. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24177. * - VertexBuffer.PositionKind
  24178. * - VertexBuffer.NormalKind
  24179. * - VertexBuffer.UVKind
  24180. * - VertexBuffer.UV2Kind
  24181. * - VertexBuffer.UV3Kind
  24182. * - VertexBuffer.UV4Kind
  24183. * - VertexBuffer.UV5Kind
  24184. * - VertexBuffer.UV6Kind
  24185. * - VertexBuffer.ColorKind
  24186. * - VertexBuffer.MatricesIndicesKind
  24187. * - VertexBuffer.MatricesIndicesExtraKind
  24188. * - VertexBuffer.MatricesWeightsKind
  24189. * - VertexBuffer.MatricesWeightsExtraKind
  24190. * @returns a boolean
  24191. */
  24192. isVerticesDataPresent(kind: string): boolean;
  24193. /**
  24194. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24195. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24196. * - VertexBuffer.PositionKind
  24197. * - VertexBuffer.UVKind
  24198. * - VertexBuffer.UV2Kind
  24199. * - VertexBuffer.UV3Kind
  24200. * - VertexBuffer.UV4Kind
  24201. * - VertexBuffer.UV5Kind
  24202. * - VertexBuffer.UV6Kind
  24203. * - VertexBuffer.ColorKind
  24204. * - VertexBuffer.MatricesIndicesKind
  24205. * - VertexBuffer.MatricesIndicesExtraKind
  24206. * - VertexBuffer.MatricesWeightsKind
  24207. * - VertexBuffer.MatricesWeightsExtraKind
  24208. * @returns a boolean
  24209. */
  24210. isVertexBufferUpdatable(kind: string): boolean;
  24211. /**
  24212. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24213. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24214. * - VertexBuffer.PositionKind
  24215. * - VertexBuffer.NormalKind
  24216. * - VertexBuffer.UVKind
  24217. * - VertexBuffer.UV2Kind
  24218. * - VertexBuffer.UV3Kind
  24219. * - VertexBuffer.UV4Kind
  24220. * - VertexBuffer.UV5Kind
  24221. * - VertexBuffer.UV6Kind
  24222. * - VertexBuffer.ColorKind
  24223. * - VertexBuffer.MatricesIndicesKind
  24224. * - VertexBuffer.MatricesIndicesExtraKind
  24225. * - VertexBuffer.MatricesWeightsKind
  24226. * - VertexBuffer.MatricesWeightsExtraKind
  24227. * @returns an array of strings
  24228. */
  24229. getVerticesDataKinds(): string[];
  24230. /**
  24231. * Returns a positive integer : the total number of indices in this mesh geometry.
  24232. * @returns the numner of indices or zero if the mesh has no geometry.
  24233. */
  24234. getTotalIndices(): number;
  24235. /**
  24236. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24237. * @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.
  24238. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24239. * @returns the indices array or an empty array if the mesh has no geometry
  24240. */
  24241. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24242. readonly isBlocked: boolean;
  24243. /**
  24244. * Determine if the current mesh is ready to be rendered
  24245. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24246. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24247. * @returns true if all associated assets are ready (material, textures, shaders)
  24248. */
  24249. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24250. /**
  24251. * 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.
  24252. */
  24253. readonly areNormalsFrozen: boolean;
  24254. /**
  24255. * 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.
  24256. * @returns the current mesh
  24257. */
  24258. freezeNormals(): Mesh;
  24259. /**
  24260. * 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
  24261. * @returns the current mesh
  24262. */
  24263. unfreezeNormals(): Mesh;
  24264. /**
  24265. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24266. */
  24267. overridenInstanceCount: number;
  24268. /** @hidden */
  24269. _preActivate(): Mesh;
  24270. /** @hidden */
  24271. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24272. /** @hidden */
  24273. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24274. /**
  24275. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24276. * This means the mesh underlying bounding box and sphere are recomputed.
  24277. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24278. * @returns the current mesh
  24279. */
  24280. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24281. /** @hidden */
  24282. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24283. /**
  24284. * This function will subdivide the mesh into multiple submeshes
  24285. * @param count defines the expected number of submeshes
  24286. */
  24287. subdivide(count: number): void;
  24288. /**
  24289. * Copy a FloatArray into a specific associated vertex buffer
  24290. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24291. * - VertexBuffer.PositionKind
  24292. * - VertexBuffer.UVKind
  24293. * - VertexBuffer.UV2Kind
  24294. * - VertexBuffer.UV3Kind
  24295. * - VertexBuffer.UV4Kind
  24296. * - VertexBuffer.UV5Kind
  24297. * - VertexBuffer.UV6Kind
  24298. * - VertexBuffer.ColorKind
  24299. * - VertexBuffer.MatricesIndicesKind
  24300. * - VertexBuffer.MatricesIndicesExtraKind
  24301. * - VertexBuffer.MatricesWeightsKind
  24302. * - VertexBuffer.MatricesWeightsExtraKind
  24303. * @param data defines the data source
  24304. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24305. * @param stride defines the data stride size (can be null)
  24306. * @returns the current mesh
  24307. */
  24308. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24309. /**
  24310. * Flags an associated vertex buffer as updatable
  24311. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24312. * - VertexBuffer.PositionKind
  24313. * - VertexBuffer.UVKind
  24314. * - VertexBuffer.UV2Kind
  24315. * - VertexBuffer.UV3Kind
  24316. * - VertexBuffer.UV4Kind
  24317. * - VertexBuffer.UV5Kind
  24318. * - VertexBuffer.UV6Kind
  24319. * - VertexBuffer.ColorKind
  24320. * - VertexBuffer.MatricesIndicesKind
  24321. * - VertexBuffer.MatricesIndicesExtraKind
  24322. * - VertexBuffer.MatricesWeightsKind
  24323. * - VertexBuffer.MatricesWeightsExtraKind
  24324. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24325. */
  24326. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24327. /**
  24328. * Sets the mesh global Vertex Buffer
  24329. * @param buffer defines the buffer to use
  24330. * @returns the current mesh
  24331. */
  24332. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24333. /**
  24334. * Update a specific associated vertex buffer
  24335. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24336. * - VertexBuffer.PositionKind
  24337. * - VertexBuffer.UVKind
  24338. * - VertexBuffer.UV2Kind
  24339. * - VertexBuffer.UV3Kind
  24340. * - VertexBuffer.UV4Kind
  24341. * - VertexBuffer.UV5Kind
  24342. * - VertexBuffer.UV6Kind
  24343. * - VertexBuffer.ColorKind
  24344. * - VertexBuffer.MatricesIndicesKind
  24345. * - VertexBuffer.MatricesIndicesExtraKind
  24346. * - VertexBuffer.MatricesWeightsKind
  24347. * - VertexBuffer.MatricesWeightsExtraKind
  24348. * @param data defines the data source
  24349. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24350. * @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)
  24351. * @returns the current mesh
  24352. */
  24353. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24354. /**
  24355. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24356. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24357. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24358. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24359. * @returns the current mesh
  24360. */
  24361. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24362. /**
  24363. * Creates a un-shared specific occurence of the geometry for the mesh.
  24364. * @returns the current mesh
  24365. */
  24366. makeGeometryUnique(): Mesh;
  24367. /**
  24368. * Set the index buffer of this mesh
  24369. * @param indices defines the source data
  24370. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24371. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24372. * @returns the current mesh
  24373. */
  24374. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24375. /**
  24376. * Update the current index buffer
  24377. * @param indices defines the source data
  24378. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24379. * @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)
  24380. * @returns the current mesh
  24381. */
  24382. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24383. /**
  24384. * Invert the geometry to move from a right handed system to a left handed one.
  24385. * @returns the current mesh
  24386. */
  24387. toLeftHanded(): Mesh;
  24388. /** @hidden */
  24389. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24390. /** @hidden */
  24391. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24392. /**
  24393. * Registers for this mesh a javascript function called just before the rendering process
  24394. * @param func defines the function to call before rendering this mesh
  24395. * @returns the current mesh
  24396. */
  24397. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24398. /**
  24399. * Disposes a previously registered javascript function called before the rendering
  24400. * @param func defines the function to remove
  24401. * @returns the current mesh
  24402. */
  24403. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24404. /**
  24405. * Registers for this mesh a javascript function called just after the rendering is complete
  24406. * @param func defines the function to call after rendering this mesh
  24407. * @returns the current mesh
  24408. */
  24409. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24410. /**
  24411. * Disposes a previously registered javascript function called after the rendering.
  24412. * @param func defines the function to remove
  24413. * @returns the current mesh
  24414. */
  24415. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24416. /** @hidden */
  24417. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24418. /** @hidden */
  24419. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24420. /** @hidden */
  24421. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24422. /** @hidden */
  24423. _rebuild(): void;
  24424. /** @hidden */
  24425. _freeze(): void;
  24426. /** @hidden */
  24427. _unFreeze(): void;
  24428. /**
  24429. * 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
  24430. * @param subMesh defines the subMesh to render
  24431. * @param enableAlphaMode defines if alpha mode can be changed
  24432. * @returns the current mesh
  24433. */
  24434. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24435. private _onBeforeDraw;
  24436. /**
  24437. * Renormalize the mesh and patch it up if there are no weights
  24438. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24439. * However in the case of zero weights then we set just a single influence to 1.
  24440. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24441. */
  24442. cleanMatrixWeights(): void;
  24443. private normalizeSkinFourWeights;
  24444. private normalizeSkinWeightsAndExtra;
  24445. /**
  24446. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24447. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24448. * the user know there was an issue with importing the mesh
  24449. * @returns a validation object with skinned, valid and report string
  24450. */
  24451. validateSkinning(): {
  24452. skinned: boolean;
  24453. valid: boolean;
  24454. report: string;
  24455. };
  24456. /** @hidden */
  24457. _checkDelayState(): Mesh;
  24458. private _queueLoad;
  24459. /**
  24460. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24461. * A mesh is in the frustum if its bounding box intersects the frustum
  24462. * @param frustumPlanes defines the frustum to test
  24463. * @returns true if the mesh is in the frustum planes
  24464. */
  24465. isInFrustum(frustumPlanes: Plane[]): boolean;
  24466. /**
  24467. * Sets the mesh material by the material or multiMaterial `id` property
  24468. * @param id is a string identifying the material or the multiMaterial
  24469. * @returns the current mesh
  24470. */
  24471. setMaterialByID(id: string): Mesh;
  24472. /**
  24473. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24474. * @returns an array of IAnimatable
  24475. */
  24476. getAnimatables(): IAnimatable[];
  24477. /**
  24478. * Modifies the mesh geometry according to the passed transformation matrix.
  24479. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24480. * The mesh normals are modified using the same transformation.
  24481. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24482. * @param transform defines the transform matrix to use
  24483. * @see http://doc.babylonjs.com/resources/baking_transformations
  24484. * @returns the current mesh
  24485. */
  24486. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24487. /**
  24488. * Modifies the mesh geometry according to its own current World Matrix.
  24489. * The mesh World Matrix is then reset.
  24490. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24491. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24492. * @see http://doc.babylonjs.com/resources/baking_transformations
  24493. * @returns the current mesh
  24494. */
  24495. bakeCurrentTransformIntoVertices(): Mesh;
  24496. /** @hidden */
  24497. readonly _positions: Nullable<Vector3[]>;
  24498. /** @hidden */
  24499. _resetPointsArrayCache(): Mesh;
  24500. /** @hidden */
  24501. _generatePointsArray(): boolean;
  24502. /**
  24503. * Returns a new Mesh object generated from the current mesh properties.
  24504. * This method must not get confused with createInstance()
  24505. * @param name is a string, the name given to the new mesh
  24506. * @param newParent can be any Node object (default `null`)
  24507. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24508. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24509. * @returns a new mesh
  24510. */
  24511. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24512. /**
  24513. * Releases resources associated with this mesh.
  24514. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24515. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24516. */
  24517. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24518. /**
  24519. * Modifies the mesh geometry according to a displacement map.
  24520. * 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.
  24521. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24522. * @param url is a string, the URL from the image file is to be downloaded.
  24523. * @param minHeight is the lower limit of the displacement.
  24524. * @param maxHeight is the upper limit of the displacement.
  24525. * @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.
  24526. * @param uvOffset is an optional vector2 used to offset UV.
  24527. * @param uvScale is an optional vector2 used to scale UV.
  24528. * @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.
  24529. * @returns the Mesh.
  24530. */
  24531. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24532. /**
  24533. * Modifies the mesh geometry according to a displacementMap buffer.
  24534. * 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.
  24535. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24536. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24537. * @param heightMapWidth is the width of the buffer image.
  24538. * @param heightMapHeight is the height of the buffer image.
  24539. * @param minHeight is the lower limit of the displacement.
  24540. * @param maxHeight is the upper limit of the displacement.
  24541. * @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.
  24542. * @param uvOffset is an optional vector2 used to offset UV.
  24543. * @param uvScale is an optional vector2 used to scale UV.
  24544. * @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.
  24545. * @returns the Mesh.
  24546. */
  24547. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24548. /**
  24549. * Modify the mesh to get a flat shading rendering.
  24550. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24551. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24552. * @returns current mesh
  24553. */
  24554. convertToFlatShadedMesh(): Mesh;
  24555. /**
  24556. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24557. * In other words, more vertices, no more indices and a single bigger VBO.
  24558. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24559. * @returns current mesh
  24560. */
  24561. convertToUnIndexedMesh(): Mesh;
  24562. /**
  24563. * Inverses facet orientations.
  24564. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24565. * @param flipNormals will also inverts the normals
  24566. * @returns current mesh
  24567. */
  24568. flipFaces(flipNormals?: boolean): Mesh;
  24569. /**
  24570. * Increase the number of facets and hence vertices in a mesh
  24571. * Vertex normals are interpolated from existing vertex normals
  24572. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24573. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24574. */
  24575. increaseVertices(numberPerEdge: number): void;
  24576. /**
  24577. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24578. * This will undo any application of covertToFlatShadedMesh
  24579. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24580. */
  24581. forceSharedVertices(): void;
  24582. /** @hidden */
  24583. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24584. /** @hidden */
  24585. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24586. /**
  24587. * Creates a new InstancedMesh object from the mesh model.
  24588. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24589. * @param name defines the name of the new instance
  24590. * @returns a new InstancedMesh
  24591. */
  24592. createInstance(name: string): InstancedMesh;
  24593. /**
  24594. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24595. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24596. * @returns the current mesh
  24597. */
  24598. synchronizeInstances(): Mesh;
  24599. /**
  24600. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24601. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24602. * This should be used together with the simplification to avoid disappearing triangles.
  24603. * @param successCallback an optional success callback to be called after the optimization finished.
  24604. * @returns the current mesh
  24605. */
  24606. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24607. /**
  24608. * Serialize current mesh
  24609. * @param serializationObject defines the object which will receive the serialization data
  24610. */
  24611. serialize(serializationObject: any): void;
  24612. /** @hidden */
  24613. _syncGeometryWithMorphTargetManager(): void;
  24614. /** @hidden */
  24615. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24616. /**
  24617. * Returns a new Mesh object parsed from the source provided.
  24618. * @param parsedMesh is the source
  24619. * @param scene defines the hosting scene
  24620. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24621. * @returns a new Mesh
  24622. */
  24623. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24624. /**
  24625. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24626. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24627. * @param name defines the name of the mesh to create
  24628. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24629. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24630. * @param closePath creates a seam between the first and the last points of each path of the path array
  24631. * @param offset is taken in account only if the `pathArray` is containing a single path
  24632. * @param scene defines the hosting scene
  24633. * @param updatable defines if the mesh must be flagged as updatable
  24634. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24635. * @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)
  24636. * @returns a new Mesh
  24637. */
  24638. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24639. /**
  24640. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24641. * @param name defines the name of the mesh to create
  24642. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24643. * @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
  24644. * @param scene defines the hosting scene
  24645. * @param updatable defines if the mesh must be flagged as updatable
  24646. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24647. * @returns a new Mesh
  24648. */
  24649. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24650. /**
  24651. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24652. * @param name defines the name of the mesh to create
  24653. * @param size sets the size (float) of each box side (default 1)
  24654. * @param scene defines the hosting scene
  24655. * @param updatable defines if the mesh must be flagged as updatable
  24656. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24657. * @returns a new Mesh
  24658. */
  24659. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24660. /**
  24661. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24662. * @param name defines the name of the mesh to create
  24663. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24664. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24665. * @param scene defines the hosting scene
  24666. * @param updatable defines if the mesh must be flagged as updatable
  24667. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24668. * @returns a new Mesh
  24669. */
  24670. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24671. /**
  24672. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24673. * @param name defines the name of the mesh to create
  24674. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24675. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24676. * @param scene defines the hosting scene
  24677. * @returns a new Mesh
  24678. */
  24679. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24680. /**
  24681. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24682. * @param name defines the name of the mesh to create
  24683. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24684. * @param diameterTop set the top cap diameter (floats, default 1)
  24685. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24686. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24687. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param diameter sets the diameter size (float) of the torus (default 1)
  24698. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24699. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24700. * @param scene defines the hosting scene
  24701. * @param updatable defines if the mesh must be flagged as updatable
  24702. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24703. * @returns a new Mesh
  24704. */
  24705. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24706. /**
  24707. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24708. * @param name defines the name of the mesh to create
  24709. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24710. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24711. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24712. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24713. * @param p the number of windings on X axis (positive integers, default 2)
  24714. * @param q the number of windings on Y axis (positive integers, default 3)
  24715. * @param scene defines the hosting scene
  24716. * @param updatable defines if the mesh must be flagged as updatable
  24717. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24718. * @returns a new Mesh
  24719. */
  24720. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24721. /**
  24722. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24723. * @param name defines the name of the mesh to create
  24724. * @param points is an array successive Vector3
  24725. * @param scene defines the hosting scene
  24726. * @param updatable defines if the mesh must be flagged as updatable
  24727. * @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).
  24728. * @returns a new Mesh
  24729. */
  24730. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24731. /**
  24732. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24733. * @param name defines the name of the mesh to create
  24734. * @param points is an array successive Vector3
  24735. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24736. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24737. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @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)
  24741. * @returns a new Mesh
  24742. */
  24743. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24744. /**
  24745. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24746. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24747. * 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.
  24748. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24749. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24750. * Remember you can only change the shape positions, not their number when updating a polygon.
  24751. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24752. * @param name defines the name of the mesh to create
  24753. * @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
  24754. * @param scene defines the hosting scene
  24755. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24756. * @param updatable defines if the mesh must be flagged as updatable
  24757. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24758. * @param earcutInjection can be used to inject your own earcut reference
  24759. * @returns a new Mesh
  24760. */
  24761. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24762. /**
  24763. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24764. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24765. * @param name defines the name of the mesh to create
  24766. * @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
  24767. * @param depth defines the height of extrusion
  24768. * @param scene defines the hosting scene
  24769. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24772. * @param earcutInjection can be used to inject your own earcut reference
  24773. * @returns a new Mesh
  24774. */
  24775. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24776. /**
  24777. * Creates an extruded shape mesh.
  24778. * 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
  24779. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24780. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24781. * @param name defines the name of the mesh to create
  24782. * @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
  24783. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24784. * @param scale is the value to scale the shape
  24785. * @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
  24786. * @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
  24787. * @param scene defines the hosting scene
  24788. * @param updatable defines if the mesh must be flagged as updatable
  24789. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24790. * @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)
  24791. * @returns a new Mesh
  24792. */
  24793. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24794. /**
  24795. * Creates an custom extruded shape mesh.
  24796. * The custom extrusion is a parametric shape.
  24797. * It has no predefined shape. Its final shape will depend on the input parameters.
  24798. * Please consider using the same method from the MeshBuilder class instead
  24799. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24800. * @param name defines the name of the mesh to create
  24801. * @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
  24802. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24803. * @param scaleFunction is a custom Javascript function called on each path point
  24804. * @param rotationFunction is a custom Javascript function called on each path point
  24805. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24806. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24807. * @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
  24808. * @param scene defines the hosting scene
  24809. * @param updatable defines if the mesh must be flagged as updatable
  24810. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24811. * @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)
  24812. * @returns a new Mesh
  24813. */
  24814. 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;
  24815. /**
  24816. * Creates lathe mesh.
  24817. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24818. * Please consider using the same method from the MeshBuilder class instead
  24819. * @param name defines the name of the mesh to create
  24820. * @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
  24821. * @param radius is the radius value of the lathe
  24822. * @param tessellation is the side number of the lathe.
  24823. * @param scene defines the hosting scene
  24824. * @param updatable defines if the mesh must be flagged as updatable
  24825. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24826. * @returns a new Mesh
  24827. */
  24828. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24829. /**
  24830. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24831. * @param name defines the name of the mesh to create
  24832. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24833. * @param scene defines the hosting scene
  24834. * @param updatable defines if the mesh must be flagged as updatable
  24835. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24836. * @returns a new Mesh
  24837. */
  24838. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24839. /**
  24840. * Creates a ground mesh.
  24841. * Please consider using the same method from the MeshBuilder class instead
  24842. * @param name defines the name of the mesh to create
  24843. * @param width set the width of the ground
  24844. * @param height set the height of the ground
  24845. * @param subdivisions sets the number of subdivisions per side
  24846. * @param scene defines the hosting scene
  24847. * @param updatable defines if the mesh must be flagged as updatable
  24848. * @returns a new Mesh
  24849. */
  24850. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24851. /**
  24852. * Creates a tiled ground mesh.
  24853. * Please consider using the same method from the MeshBuilder class instead
  24854. * @param name defines the name of the mesh to create
  24855. * @param xmin set the ground minimum X coordinate
  24856. * @param zmin set the ground minimum Y coordinate
  24857. * @param xmax set the ground maximum X coordinate
  24858. * @param zmax set the ground maximum Z coordinate
  24859. * @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
  24860. * @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
  24861. * @param scene defines the hosting scene
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @returns a new Mesh
  24864. */
  24865. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24866. w: number;
  24867. h: number;
  24868. }, precision: {
  24869. w: number;
  24870. h: number;
  24871. }, scene: Scene, updatable?: boolean): Mesh;
  24872. /**
  24873. * Creates a ground mesh from a height map.
  24874. * Please consider using the same method from the MeshBuilder class instead
  24875. * @see http://doc.babylonjs.com/babylon101/height_map
  24876. * @param name defines the name of the mesh to create
  24877. * @param url sets the URL of the height map image resource
  24878. * @param width set the ground width size
  24879. * @param height set the ground height size
  24880. * @param subdivisions sets the number of subdivision per side
  24881. * @param minHeight is the minimum altitude on the ground
  24882. * @param maxHeight is the maximum altitude on the ground
  24883. * @param scene defines the hosting scene
  24884. * @param updatable defines if the mesh must be flagged as updatable
  24885. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24886. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24887. * @returns a new Mesh
  24888. */
  24889. 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;
  24890. /**
  24891. * Creates a tube mesh.
  24892. * The tube is a parametric shape.
  24893. * It has no predefined shape. Its final shape will depend on the input parameters.
  24894. * Please consider using the same method from the MeshBuilder class instead
  24895. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24896. * @param name defines the name of the mesh to create
  24897. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24898. * @param radius sets the tube radius size
  24899. * @param tessellation is the number of sides on the tubular surface
  24900. * @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
  24901. * @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
  24902. * @param scene defines the hosting scene
  24903. * @param updatable defines if the mesh must be flagged as updatable
  24904. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24905. * @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)
  24906. * @returns a new Mesh
  24907. */
  24908. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24909. (i: number, distance: number): number;
  24910. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24911. /**
  24912. * Creates a polyhedron mesh.
  24913. * Please consider using the same method from the MeshBuilder class instead.
  24914. * * 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
  24915. * * The parameter `size` (positive float, default 1) sets the polygon size
  24916. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24917. * * 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`
  24918. * * 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
  24919. * * 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)`)
  24920. * * 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
  24921. * * 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
  24922. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24923. * * If you create a double-sided mesh, you can choose what parts of 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
  24924. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24925. * @param name defines the name of the mesh to create
  24926. * @param options defines the options used to create the mesh
  24927. * @param scene defines the hosting scene
  24928. * @returns a new Mesh
  24929. */
  24930. static CreatePolyhedron(name: string, options: {
  24931. type?: number;
  24932. size?: number;
  24933. sizeX?: number;
  24934. sizeY?: number;
  24935. sizeZ?: number;
  24936. custom?: any;
  24937. faceUV?: Vector4[];
  24938. faceColors?: Color4[];
  24939. updatable?: boolean;
  24940. sideOrientation?: number;
  24941. }, scene: Scene): Mesh;
  24942. /**
  24943. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24944. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24945. * * 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`)
  24946. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24947. * * 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
  24948. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24949. * * If you create a double-sided mesh, you can choose what parts of 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
  24950. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24951. * @param name defines the name of the mesh
  24952. * @param options defines the options used to create the mesh
  24953. * @param scene defines the hosting scene
  24954. * @returns a new Mesh
  24955. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24956. */
  24957. static CreateIcoSphere(name: string, options: {
  24958. radius?: number;
  24959. flat?: boolean;
  24960. subdivisions?: number;
  24961. sideOrientation?: number;
  24962. updatable?: boolean;
  24963. }, scene: Scene): Mesh;
  24964. /**
  24965. * Creates a decal mesh.
  24966. * Please consider using the same method from the MeshBuilder class instead.
  24967. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24968. * @param name defines the name of the mesh
  24969. * @param sourceMesh defines the mesh receiving the decal
  24970. * @param position sets the position of the decal in world coordinates
  24971. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24972. * @param size sets the decal scaling
  24973. * @param angle sets the angle to rotate the decal
  24974. * @returns a new Mesh
  24975. */
  24976. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  24977. /**
  24978. * Prepare internal position array for software CPU skinning
  24979. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  24980. */
  24981. setPositionsForCPUSkinning(): Float32Array;
  24982. /**
  24983. * Prepare internal normal array for software CPU skinning
  24984. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  24985. */
  24986. setNormalsForCPUSkinning(): Float32Array;
  24987. /**
  24988. * Updates the vertex buffer by applying transformation from the bones
  24989. * @param skeleton defines the skeleton to apply to current mesh
  24990. * @returns the current mesh
  24991. */
  24992. applySkeleton(skeleton: Skeleton): Mesh;
  24993. /**
  24994. * 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
  24995. * @param meshes defines the list of meshes to scan
  24996. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  24997. */
  24998. static MinMax(meshes: AbstractMesh[]): {
  24999. min: Vector3;
  25000. max: Vector3;
  25001. };
  25002. /**
  25003. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25004. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25005. * @returns a vector3
  25006. */
  25007. static Center(meshesOrMinMaxVector: {
  25008. min: Vector3;
  25009. max: Vector3;
  25010. } | AbstractMesh[]): Vector3;
  25011. /**
  25012. * Merge the array of meshes into a single mesh for performance reasons.
  25013. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25014. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25015. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25016. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25017. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25018. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25019. * @returns a new mesh
  25020. */
  25021. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25022. /** @hidden */
  25023. addInstance(instance: InstancedMesh): void;
  25024. /** @hidden */
  25025. removeInstance(instance: InstancedMesh): void;
  25026. }
  25027. }
  25028. declare module "babylonjs/Cameras/camera" {
  25029. import { SmartArray } from "babylonjs/Misc/smartArray";
  25030. import { Observable } from "babylonjs/Misc/observable";
  25031. import { Nullable } from "babylonjs/types";
  25032. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25033. import { Scene } from "babylonjs/scene";
  25034. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25035. import { Node } from "babylonjs/node";
  25036. import { Mesh } from "babylonjs/Meshes/mesh";
  25037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25038. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25039. import { Viewport } from "babylonjs/Maths/math.viewport";
  25040. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25041. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25042. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25043. import { Ray } from "babylonjs/Culling/ray";
  25044. /**
  25045. * This is the base class of all the camera used in the application.
  25046. * @see http://doc.babylonjs.com/features/cameras
  25047. */
  25048. export class Camera extends Node {
  25049. /** @hidden */
  25050. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25051. /**
  25052. * This is the default projection mode used by the cameras.
  25053. * It helps recreating a feeling of perspective and better appreciate depth.
  25054. * This is the best way to simulate real life cameras.
  25055. */
  25056. static readonly PERSPECTIVE_CAMERA: number;
  25057. /**
  25058. * This helps creating camera with an orthographic mode.
  25059. * 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.
  25060. */
  25061. static readonly ORTHOGRAPHIC_CAMERA: number;
  25062. /**
  25063. * This is the default FOV mode for perspective cameras.
  25064. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25065. */
  25066. static readonly FOVMODE_VERTICAL_FIXED: number;
  25067. /**
  25068. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25069. */
  25070. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25071. /**
  25072. * This specifies ther is no need for a camera rig.
  25073. * Basically only one eye is rendered corresponding to the camera.
  25074. */
  25075. static readonly RIG_MODE_NONE: number;
  25076. /**
  25077. * Simulates a camera Rig with one blue eye and one red eye.
  25078. * This can be use with 3d blue and red glasses.
  25079. */
  25080. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25081. /**
  25082. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25083. */
  25084. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25085. /**
  25086. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25087. */
  25088. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25089. /**
  25090. * Defines that both eyes of the camera will be rendered over under each other.
  25091. */
  25092. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25093. /**
  25094. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25095. */
  25096. static readonly RIG_MODE_VR: number;
  25097. /**
  25098. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25099. */
  25100. static readonly RIG_MODE_WEBVR: number;
  25101. /**
  25102. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25103. */
  25104. static readonly RIG_MODE_CUSTOM: number;
  25105. /**
  25106. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25107. */
  25108. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25109. /**
  25110. * Define the input manager associated with the camera.
  25111. */
  25112. inputs: CameraInputsManager<Camera>;
  25113. /** @hidden */
  25114. _position: Vector3;
  25115. /**
  25116. * Define the current local position of the camera in the scene
  25117. */
  25118. position: Vector3;
  25119. /**
  25120. * The vector the camera should consider as up.
  25121. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25122. */
  25123. upVector: Vector3;
  25124. /**
  25125. * Define the current limit on the left side for an orthographic camera
  25126. * In scene unit
  25127. */
  25128. orthoLeft: Nullable<number>;
  25129. /**
  25130. * Define the current limit on the right side for an orthographic camera
  25131. * In scene unit
  25132. */
  25133. orthoRight: Nullable<number>;
  25134. /**
  25135. * Define the current limit on the bottom side for an orthographic camera
  25136. * In scene unit
  25137. */
  25138. orthoBottom: Nullable<number>;
  25139. /**
  25140. * Define the current limit on the top side for an orthographic camera
  25141. * In scene unit
  25142. */
  25143. orthoTop: Nullable<number>;
  25144. /**
  25145. * Field Of View is set in Radians. (default is 0.8)
  25146. */
  25147. fov: number;
  25148. /**
  25149. * Define the minimum distance the camera can see from.
  25150. * This is important to note that the depth buffer are not infinite and the closer it starts
  25151. * the more your scene might encounter depth fighting issue.
  25152. */
  25153. minZ: number;
  25154. /**
  25155. * Define the maximum distance the camera can see to.
  25156. * This is important to note that the depth buffer are not infinite and the further it end
  25157. * the more your scene might encounter depth fighting issue.
  25158. */
  25159. maxZ: number;
  25160. /**
  25161. * Define the default inertia of the camera.
  25162. * This helps giving a smooth feeling to the camera movement.
  25163. */
  25164. inertia: number;
  25165. /**
  25166. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25167. */
  25168. mode: number;
  25169. /**
  25170. * Define wether the camera is intermediate.
  25171. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25172. */
  25173. isIntermediate: boolean;
  25174. /**
  25175. * Define the viewport of the camera.
  25176. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25177. */
  25178. viewport: Viewport;
  25179. /**
  25180. * Restricts the camera to viewing objects with the same layerMask.
  25181. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25182. */
  25183. layerMask: number;
  25184. /**
  25185. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25186. */
  25187. fovMode: number;
  25188. /**
  25189. * Rig mode of the camera.
  25190. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25191. * This is normally controlled byt the camera themselves as internal use.
  25192. */
  25193. cameraRigMode: number;
  25194. /**
  25195. * Defines the distance between both "eyes" in case of a RIG
  25196. */
  25197. interaxialDistance: number;
  25198. /**
  25199. * Defines if stereoscopic rendering is done side by side or over under.
  25200. */
  25201. isStereoscopicSideBySide: boolean;
  25202. /**
  25203. * 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
  25204. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25205. * else in the scene. (Eg. security camera)
  25206. *
  25207. * 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)
  25208. */
  25209. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25210. /**
  25211. * When set, the camera will render to this render target instead of the default canvas
  25212. *
  25213. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25214. */
  25215. outputRenderTarget: Nullable<RenderTargetTexture>;
  25216. /**
  25217. * Observable triggered when the camera view matrix has changed.
  25218. */
  25219. onViewMatrixChangedObservable: Observable<Camera>;
  25220. /**
  25221. * Observable triggered when the camera Projection matrix has changed.
  25222. */
  25223. onProjectionMatrixChangedObservable: Observable<Camera>;
  25224. /**
  25225. * Observable triggered when the inputs have been processed.
  25226. */
  25227. onAfterCheckInputsObservable: Observable<Camera>;
  25228. /**
  25229. * Observable triggered when reset has been called and applied to the camera.
  25230. */
  25231. onRestoreStateObservable: Observable<Camera>;
  25232. /** @hidden */
  25233. _cameraRigParams: any;
  25234. /** @hidden */
  25235. _rigCameras: Camera[];
  25236. /** @hidden */
  25237. _rigPostProcess: Nullable<PostProcess>;
  25238. protected _webvrViewMatrix: Matrix;
  25239. /** @hidden */
  25240. _skipRendering: boolean;
  25241. /** @hidden */
  25242. _projectionMatrix: Matrix;
  25243. /** @hidden */
  25244. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25245. /** @hidden */
  25246. _activeMeshes: SmartArray<AbstractMesh>;
  25247. protected _globalPosition: Vector3;
  25248. /** @hidden */
  25249. _computedViewMatrix: Matrix;
  25250. private _doNotComputeProjectionMatrix;
  25251. private _transformMatrix;
  25252. private _frustumPlanes;
  25253. private _refreshFrustumPlanes;
  25254. private _storedFov;
  25255. private _stateStored;
  25256. /**
  25257. * Instantiates a new camera object.
  25258. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25259. * @see http://doc.babylonjs.com/features/cameras
  25260. * @param name Defines the name of the camera in the scene
  25261. * @param position Defines the position of the camera
  25262. * @param scene Defines the scene the camera belongs too
  25263. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25264. */
  25265. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25266. /**
  25267. * Store current camera state (fov, position, etc..)
  25268. * @returns the camera
  25269. */
  25270. storeState(): Camera;
  25271. /**
  25272. * Restores the camera state values if it has been stored. You must call storeState() first
  25273. */
  25274. protected _restoreStateValues(): boolean;
  25275. /**
  25276. * Restored camera state. You must call storeState() first.
  25277. * @returns true if restored and false otherwise
  25278. */
  25279. restoreState(): boolean;
  25280. /**
  25281. * Gets the class name of the camera.
  25282. * @returns the class name
  25283. */
  25284. getClassName(): string;
  25285. /** @hidden */
  25286. readonly _isCamera: boolean;
  25287. /**
  25288. * Gets a string representation of the camera useful for debug purpose.
  25289. * @param fullDetails Defines that a more verboe level of logging is required
  25290. * @returns the string representation
  25291. */
  25292. toString(fullDetails?: boolean): string;
  25293. /**
  25294. * Gets the current world space position of the camera.
  25295. */
  25296. readonly globalPosition: Vector3;
  25297. /**
  25298. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25299. * @returns the active meshe list
  25300. */
  25301. getActiveMeshes(): SmartArray<AbstractMesh>;
  25302. /**
  25303. * Check wether a mesh is part of the current active mesh list of the camera
  25304. * @param mesh Defines the mesh to check
  25305. * @returns true if active, false otherwise
  25306. */
  25307. isActiveMesh(mesh: Mesh): boolean;
  25308. /**
  25309. * Is this camera ready to be used/rendered
  25310. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25311. * @return true if the camera is ready
  25312. */
  25313. isReady(completeCheck?: boolean): boolean;
  25314. /** @hidden */
  25315. _initCache(): void;
  25316. /** @hidden */
  25317. _updateCache(ignoreParentClass?: boolean): void;
  25318. /** @hidden */
  25319. _isSynchronized(): boolean;
  25320. /** @hidden */
  25321. _isSynchronizedViewMatrix(): boolean;
  25322. /** @hidden */
  25323. _isSynchronizedProjectionMatrix(): boolean;
  25324. /**
  25325. * Attach the input controls to a specific dom element to get the input from.
  25326. * @param element Defines the element the controls should be listened from
  25327. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25328. */
  25329. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25330. /**
  25331. * Detach the current controls from the specified dom element.
  25332. * @param element Defines the element to stop listening the inputs from
  25333. */
  25334. detachControl(element: HTMLElement): void;
  25335. /**
  25336. * Update the camera state according to the different inputs gathered during the frame.
  25337. */
  25338. update(): void;
  25339. /** @hidden */
  25340. _checkInputs(): void;
  25341. /** @hidden */
  25342. readonly rigCameras: Camera[];
  25343. /**
  25344. * Gets the post process used by the rig cameras
  25345. */
  25346. readonly rigPostProcess: Nullable<PostProcess>;
  25347. /**
  25348. * Internal, gets the first post proces.
  25349. * @returns the first post process to be run on this camera.
  25350. */
  25351. _getFirstPostProcess(): Nullable<PostProcess>;
  25352. private _cascadePostProcessesToRigCams;
  25353. /**
  25354. * Attach a post process to the camera.
  25355. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25356. * @param postProcess The post process to attach to the camera
  25357. * @param insertAt The position of the post process in case several of them are in use in the scene
  25358. * @returns the position the post process has been inserted at
  25359. */
  25360. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25361. /**
  25362. * Detach a post process to the camera.
  25363. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25364. * @param postProcess The post process to detach from the camera
  25365. */
  25366. detachPostProcess(postProcess: PostProcess): void;
  25367. /**
  25368. * Gets the current world matrix of the camera
  25369. */
  25370. getWorldMatrix(): Matrix;
  25371. /** @hidden */
  25372. _getViewMatrix(): Matrix;
  25373. /**
  25374. * Gets the current view matrix of the camera.
  25375. * @param force forces the camera to recompute the matrix without looking at the cached state
  25376. * @returns the view matrix
  25377. */
  25378. getViewMatrix(force?: boolean): Matrix;
  25379. /**
  25380. * Freeze the projection matrix.
  25381. * It will prevent the cache check of the camera projection compute and can speed up perf
  25382. * if no parameter of the camera are meant to change
  25383. * @param projection Defines manually a projection if necessary
  25384. */
  25385. freezeProjectionMatrix(projection?: Matrix): void;
  25386. /**
  25387. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25388. */
  25389. unfreezeProjectionMatrix(): void;
  25390. /**
  25391. * Gets the current projection matrix of the camera.
  25392. * @param force forces the camera to recompute the matrix without looking at the cached state
  25393. * @returns the projection matrix
  25394. */
  25395. getProjectionMatrix(force?: boolean): Matrix;
  25396. /**
  25397. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25398. * @returns a Matrix
  25399. */
  25400. getTransformationMatrix(): Matrix;
  25401. private _updateFrustumPlanes;
  25402. /**
  25403. * Checks if a cullable object (mesh...) is in the camera frustum
  25404. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25405. * @param target The object to check
  25406. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25407. * @returns true if the object is in frustum otherwise false
  25408. */
  25409. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25410. /**
  25411. * Checks if a cullable object (mesh...) is in the camera frustum
  25412. * Unlike isInFrustum this cheks the full bounding box
  25413. * @param target The object to check
  25414. * @returns true if the object is in frustum otherwise false
  25415. */
  25416. isCompletelyInFrustum(target: ICullable): boolean;
  25417. /**
  25418. * Gets a ray in the forward direction from the camera.
  25419. * @param length Defines the length of the ray to create
  25420. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25421. * @param origin Defines the start point of the ray which defaults to the camera position
  25422. * @returns the forward ray
  25423. */
  25424. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25425. /**
  25426. * Releases resources associated with this node.
  25427. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25428. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25429. */
  25430. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25431. /** @hidden */
  25432. _isLeftCamera: boolean;
  25433. /**
  25434. * Gets the left camera of a rig setup in case of Rigged Camera
  25435. */
  25436. readonly isLeftCamera: boolean;
  25437. /** @hidden */
  25438. _isRightCamera: boolean;
  25439. /**
  25440. * Gets the right camera of a rig setup in case of Rigged Camera
  25441. */
  25442. readonly isRightCamera: boolean;
  25443. /**
  25444. * Gets the left camera of a rig setup in case of Rigged Camera
  25445. */
  25446. readonly leftCamera: Nullable<FreeCamera>;
  25447. /**
  25448. * Gets the right camera of a rig setup in case of Rigged Camera
  25449. */
  25450. readonly rightCamera: Nullable<FreeCamera>;
  25451. /**
  25452. * Gets the left camera target of a rig setup in case of Rigged Camera
  25453. * @returns the target position
  25454. */
  25455. getLeftTarget(): Nullable<Vector3>;
  25456. /**
  25457. * Gets the right camera target of a rig setup in case of Rigged Camera
  25458. * @returns the target position
  25459. */
  25460. getRightTarget(): Nullable<Vector3>;
  25461. /**
  25462. * @hidden
  25463. */
  25464. setCameraRigMode(mode: number, rigParams: any): void;
  25465. /** @hidden */
  25466. static _setStereoscopicRigMode(camera: Camera): void;
  25467. /** @hidden */
  25468. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25469. /** @hidden */
  25470. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25471. /** @hidden */
  25472. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25473. /** @hidden */
  25474. _getVRProjectionMatrix(): Matrix;
  25475. protected _updateCameraRotationMatrix(): void;
  25476. protected _updateWebVRCameraRotationMatrix(): void;
  25477. /**
  25478. * This function MUST be overwritten by the different WebVR cameras available.
  25479. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25480. * @hidden
  25481. */
  25482. _getWebVRProjectionMatrix(): Matrix;
  25483. /**
  25484. * This function MUST be overwritten by the different WebVR cameras available.
  25485. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25486. * @hidden
  25487. */
  25488. _getWebVRViewMatrix(): Matrix;
  25489. /** @hidden */
  25490. setCameraRigParameter(name: string, value: any): void;
  25491. /**
  25492. * needs to be overridden by children so sub has required properties to be copied
  25493. * @hidden
  25494. */
  25495. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25496. /**
  25497. * May need to be overridden by children
  25498. * @hidden
  25499. */
  25500. _updateRigCameras(): void;
  25501. /** @hidden */
  25502. _setupInputs(): void;
  25503. /**
  25504. * Serialiaze the camera setup to a json represention
  25505. * @returns the JSON representation
  25506. */
  25507. serialize(): any;
  25508. /**
  25509. * Clones the current camera.
  25510. * @param name The cloned camera name
  25511. * @returns the cloned camera
  25512. */
  25513. clone(name: string): Camera;
  25514. /**
  25515. * Gets the direction of the camera relative to a given local axis.
  25516. * @param localAxis Defines the reference axis to provide a relative direction.
  25517. * @return the direction
  25518. */
  25519. getDirection(localAxis: Vector3): Vector3;
  25520. /**
  25521. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25522. * @param localAxis Defines the reference axis to provide a relative direction.
  25523. * @param result Defines the vector to store the result in
  25524. */
  25525. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25526. /**
  25527. * Gets a camera constructor for a given camera type
  25528. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25529. * @param name The name of the camera the result will be able to instantiate
  25530. * @param scene The scene the result will construct the camera in
  25531. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25532. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25533. * @returns a factory method to construc the camera
  25534. */
  25535. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25536. /**
  25537. * Compute the world matrix of the camera.
  25538. * @returns the camera workd matrix
  25539. */
  25540. computeWorldMatrix(): Matrix;
  25541. /**
  25542. * Parse a JSON and creates the camera from the parsed information
  25543. * @param parsedCamera The JSON to parse
  25544. * @param scene The scene to instantiate the camera in
  25545. * @returns the newly constructed camera
  25546. */
  25547. static Parse(parsedCamera: any, scene: Scene): Camera;
  25548. }
  25549. }
  25550. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25551. import { Nullable } from "babylonjs/types";
  25552. import { Scene } from "babylonjs/scene";
  25553. import { Vector4 } from "babylonjs/Maths/math.vector";
  25554. import { Mesh } from "babylonjs/Meshes/mesh";
  25555. /**
  25556. * Class containing static functions to help procedurally build meshes
  25557. */
  25558. export class DiscBuilder {
  25559. /**
  25560. * Creates a plane polygonal mesh. By default, this is a disc
  25561. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25562. * * 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
  25563. * * 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
  25564. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25565. * * If you create a double-sided mesh, you can choose what parts of 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
  25566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25567. * @param name defines the name of the mesh
  25568. * @param options defines the options used to create the mesh
  25569. * @param scene defines the hosting scene
  25570. * @returns the plane polygonal mesh
  25571. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25572. */
  25573. static CreateDisc(name: string, options: {
  25574. radius?: number;
  25575. tessellation?: number;
  25576. arc?: number;
  25577. updatable?: boolean;
  25578. sideOrientation?: number;
  25579. frontUVs?: Vector4;
  25580. backUVs?: Vector4;
  25581. }, scene?: Nullable<Scene>): Mesh;
  25582. }
  25583. }
  25584. declare module "babylonjs/Particles/solidParticleSystem" {
  25585. import { Vector3 } from "babylonjs/Maths/math.vector";
  25586. import { Mesh } from "babylonjs/Meshes/mesh";
  25587. import { Scene, IDisposable } from "babylonjs/scene";
  25588. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25589. /**
  25590. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25591. *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.
  25592. * The SPS is also a particle system. It provides some methods to manage the particles.
  25593. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25594. *
  25595. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  25596. */
  25597. export class SolidParticleSystem implements IDisposable {
  25598. /**
  25599. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25600. * Example : var p = SPS.particles[i];
  25601. */
  25602. particles: SolidParticle[];
  25603. /**
  25604. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25605. */
  25606. nbParticles: number;
  25607. /**
  25608. * If the particles must ever face the camera (default false). Useful for planar particles.
  25609. */
  25610. billboard: boolean;
  25611. /**
  25612. * Recompute normals when adding a shape
  25613. */
  25614. recomputeNormals: boolean;
  25615. /**
  25616. * This a counter ofr your own usage. It's not set by any SPS functions.
  25617. */
  25618. counter: number;
  25619. /**
  25620. * The SPS name. This name is also given to the underlying mesh.
  25621. */
  25622. name: string;
  25623. /**
  25624. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25625. */
  25626. mesh: Mesh;
  25627. /**
  25628. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25629. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  25630. */
  25631. vars: any;
  25632. /**
  25633. * This array is populated when the SPS is set as 'pickable'.
  25634. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25635. * Each element of this array is an object `{idx: int, faceId: int}`.
  25636. * `idx` is the picked particle index in the `SPS.particles` array
  25637. * `faceId` is the picked face index counted within this particle.
  25638. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  25639. */
  25640. pickedParticles: {
  25641. idx: number;
  25642. faceId: number;
  25643. }[];
  25644. /**
  25645. * This array is populated when `enableDepthSort` is set to true.
  25646. * Each element of this array is an instance of the class DepthSortedParticle.
  25647. */
  25648. depthSortedParticles: DepthSortedParticle[];
  25649. /**
  25650. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25651. * @hidden
  25652. */
  25653. _bSphereOnly: boolean;
  25654. /**
  25655. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25656. * @hidden
  25657. */
  25658. _bSphereRadiusFactor: number;
  25659. private _scene;
  25660. private _positions;
  25661. private _indices;
  25662. private _normals;
  25663. private _colors;
  25664. private _uvs;
  25665. private _indices32;
  25666. private _positions32;
  25667. private _normals32;
  25668. private _fixedNormal32;
  25669. private _colors32;
  25670. private _uvs32;
  25671. private _index;
  25672. private _updatable;
  25673. private _pickable;
  25674. private _isVisibilityBoxLocked;
  25675. private _alwaysVisible;
  25676. private _depthSort;
  25677. private _shapeCounter;
  25678. private _copy;
  25679. private _color;
  25680. private _computeParticleColor;
  25681. private _computeParticleTexture;
  25682. private _computeParticleRotation;
  25683. private _computeParticleVertex;
  25684. private _computeBoundingBox;
  25685. private _depthSortParticles;
  25686. private _camera;
  25687. private _mustUnrotateFixedNormals;
  25688. private _particlesIntersect;
  25689. private _needs32Bits;
  25690. /**
  25691. * Creates a SPS (Solid Particle System) object.
  25692. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25693. * @param scene (Scene) is the scene in which the SPS is added.
  25694. * @param options defines the options of the sps e.g.
  25695. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25696. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25697. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25698. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25699. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25700. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25701. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25702. */
  25703. constructor(name: string, scene: Scene, options?: {
  25704. updatable?: boolean;
  25705. isPickable?: boolean;
  25706. enableDepthSort?: boolean;
  25707. particleIntersection?: boolean;
  25708. boundingSphereOnly?: boolean;
  25709. bSphereRadiusFactor?: number;
  25710. });
  25711. /**
  25712. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25713. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25714. * @returns the created mesh
  25715. */
  25716. buildMesh(): Mesh;
  25717. /**
  25718. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25719. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25720. * Thus the particles generated from `digest()` have their property `position` set yet.
  25721. * @param mesh ( Mesh ) is the mesh to be digested
  25722. * @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
  25723. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25724. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25725. * @returns the current SPS
  25726. */
  25727. digest(mesh: Mesh, options?: {
  25728. facetNb?: number;
  25729. number?: number;
  25730. delta?: number;
  25731. }): SolidParticleSystem;
  25732. private _unrotateFixedNormals;
  25733. private _resetCopy;
  25734. private _meshBuilder;
  25735. private _posToShape;
  25736. private _uvsToShapeUV;
  25737. private _addParticle;
  25738. /**
  25739. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25740. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  25741. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25742. * @param nb (positive integer) the number of particles to be created from this model
  25743. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25744. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25745. * @returns the number of shapes in the system
  25746. */
  25747. addShape(mesh: Mesh, nb: number, options?: {
  25748. positionFunction?: any;
  25749. vertexFunction?: any;
  25750. }): number;
  25751. private _rebuildParticle;
  25752. /**
  25753. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25754. * @returns the SPS.
  25755. */
  25756. rebuildMesh(): SolidParticleSystem;
  25757. /**
  25758. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25759. * This method calls `updateParticle()` for each particle of the SPS.
  25760. * For an animated SPS, it is usually called within the render loop.
  25761. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25762. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25763. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25764. * @returns the SPS.
  25765. */
  25766. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25767. /**
  25768. * Disposes the SPS.
  25769. */
  25770. dispose(): void;
  25771. /**
  25772. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25773. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25774. * @returns the SPS.
  25775. */
  25776. refreshVisibleSize(): SolidParticleSystem;
  25777. /**
  25778. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25779. * @param size the size (float) of the visibility box
  25780. * note : this doesn't lock the SPS mesh bounding box.
  25781. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25782. */
  25783. setVisibilityBox(size: number): void;
  25784. /**
  25785. * Gets whether the SPS as always visible or not
  25786. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25787. */
  25788. /**
  25789. * Sets the SPS as always visible or not
  25790. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25791. */
  25792. isAlwaysVisible: boolean;
  25793. /**
  25794. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25795. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25796. */
  25797. /**
  25798. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25799. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25800. */
  25801. isVisibilityBoxLocked: boolean;
  25802. /**
  25803. * Tells to `setParticles()` to compute the particle rotations or not.
  25804. * Default value : true. The SPS is faster when it's set to false.
  25805. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25806. */
  25807. /**
  25808. * Gets if `setParticles()` computes the particle rotations or not.
  25809. * Default value : true. The SPS is faster when it's set to false.
  25810. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25811. */
  25812. computeParticleRotation: boolean;
  25813. /**
  25814. * Tells to `setParticles()` to compute the particle colors or not.
  25815. * Default value : true. The SPS is faster when it's set to false.
  25816. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25817. */
  25818. /**
  25819. * Gets if `setParticles()` computes the particle colors or not.
  25820. * Default value : true. The SPS is faster when it's set to false.
  25821. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25822. */
  25823. computeParticleColor: boolean;
  25824. /**
  25825. * Gets if `setParticles()` computes the particle textures or not.
  25826. * Default value : true. The SPS is faster when it's set to false.
  25827. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25828. */
  25829. computeParticleTexture: boolean;
  25830. /**
  25831. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25832. * Default value : false. The SPS is faster when it's set to false.
  25833. * Note : the particle custom vertex positions aren't stored values.
  25834. */
  25835. /**
  25836. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25837. * Default value : false. The SPS is faster when it's set to false.
  25838. * Note : the particle custom vertex positions aren't stored values.
  25839. */
  25840. computeParticleVertex: boolean;
  25841. /**
  25842. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25843. */
  25844. /**
  25845. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25846. */
  25847. computeBoundingBox: boolean;
  25848. /**
  25849. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25850. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25851. * Default : `true`
  25852. */
  25853. /**
  25854. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25855. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25856. * Default : `true`
  25857. */
  25858. depthSortParticles: boolean;
  25859. /**
  25860. * This function does nothing. It may be overwritten to set all the particle first values.
  25861. * The SPS doesn't call this function, you may have to call it by your own.
  25862. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25863. */
  25864. initParticles(): void;
  25865. /**
  25866. * This function does nothing. It may be overwritten to recycle a particle.
  25867. * The SPS doesn't call this function, you may have to call it by your own.
  25868. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25869. * @param particle The particle to recycle
  25870. * @returns the recycled particle
  25871. */
  25872. recycleParticle(particle: SolidParticle): SolidParticle;
  25873. /**
  25874. * Updates a particle : this function should be overwritten by the user.
  25875. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25876. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25877. * @example : just set a particle position or velocity and recycle conditions
  25878. * @param particle The particle to update
  25879. * @returns the updated particle
  25880. */
  25881. updateParticle(particle: SolidParticle): SolidParticle;
  25882. /**
  25883. * Updates a vertex of a particle : it can be overwritten by the user.
  25884. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25885. * @param particle the current particle
  25886. * @param vertex the current index of the current particle
  25887. * @param pt the index of the current vertex in the particle shape
  25888. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  25889. * @example : just set a vertex particle position
  25890. * @returns the updated vertex
  25891. */
  25892. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25893. /**
  25894. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25895. * This does nothing and may be overwritten by the user.
  25896. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25897. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25898. * @param update the boolean update value actually passed to setParticles()
  25899. */
  25900. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25901. /**
  25902. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25903. * This will be passed three parameters.
  25904. * This does nothing and may be overwritten by the user.
  25905. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25906. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25907. * @param update the boolean update value actually passed to setParticles()
  25908. */
  25909. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25910. }
  25911. }
  25912. declare module "babylonjs/Particles/solidParticle" {
  25913. import { Nullable } from "babylonjs/types";
  25914. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25915. import { Color4 } from "babylonjs/Maths/math.color";
  25916. import { Mesh } from "babylonjs/Meshes/mesh";
  25917. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25918. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25919. import { Plane } from "babylonjs/Maths/math.plane";
  25920. /**
  25921. * Represents one particle of a solid particle system.
  25922. */
  25923. export class SolidParticle {
  25924. /**
  25925. * particle global index
  25926. */
  25927. idx: number;
  25928. /**
  25929. * The color of the particle
  25930. */
  25931. color: Nullable<Color4>;
  25932. /**
  25933. * The world space position of the particle.
  25934. */
  25935. position: Vector3;
  25936. /**
  25937. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25938. */
  25939. rotation: Vector3;
  25940. /**
  25941. * The world space rotation quaternion of the particle.
  25942. */
  25943. rotationQuaternion: Nullable<Quaternion>;
  25944. /**
  25945. * The scaling of the particle.
  25946. */
  25947. scaling: Vector3;
  25948. /**
  25949. * The uvs of the particle.
  25950. */
  25951. uvs: Vector4;
  25952. /**
  25953. * The current speed of the particle.
  25954. */
  25955. velocity: Vector3;
  25956. /**
  25957. * The pivot point in the particle local space.
  25958. */
  25959. pivot: Vector3;
  25960. /**
  25961. * Must the particle be translated from its pivot point in its local space ?
  25962. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25963. * Default : false
  25964. */
  25965. translateFromPivot: boolean;
  25966. /**
  25967. * Is the particle active or not ?
  25968. */
  25969. alive: boolean;
  25970. /**
  25971. * Is the particle visible or not ?
  25972. */
  25973. isVisible: boolean;
  25974. /**
  25975. * Index of this particle in the global "positions" array (Internal use)
  25976. * @hidden
  25977. */
  25978. _pos: number;
  25979. /**
  25980. * @hidden Index of this particle in the global "indices" array (Internal use)
  25981. */
  25982. _ind: number;
  25983. /**
  25984. * @hidden ModelShape of this particle (Internal use)
  25985. */
  25986. _model: ModelShape;
  25987. /**
  25988. * ModelShape id of this particle
  25989. */
  25990. shapeId: number;
  25991. /**
  25992. * Index of the particle in its shape id (Internal use)
  25993. */
  25994. idxInShape: number;
  25995. /**
  25996. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  25997. */
  25998. _modelBoundingInfo: BoundingInfo;
  25999. /**
  26000. * @hidden Particle BoundingInfo object (Internal use)
  26001. */
  26002. _boundingInfo: BoundingInfo;
  26003. /**
  26004. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26005. */
  26006. _sps: SolidParticleSystem;
  26007. /**
  26008. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26009. */
  26010. _stillInvisible: boolean;
  26011. /**
  26012. * @hidden Last computed particle rotation matrix
  26013. */
  26014. _rotationMatrix: number[];
  26015. /**
  26016. * Parent particle Id, if any.
  26017. * Default null.
  26018. */
  26019. parentId: Nullable<number>;
  26020. /**
  26021. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26022. * The possible values are :
  26023. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26024. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26025. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26026. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26027. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26028. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26029. * */
  26030. cullingStrategy: number;
  26031. /**
  26032. * @hidden Internal global position in the SPS.
  26033. */
  26034. _globalPosition: Vector3;
  26035. /**
  26036. * Creates a Solid Particle object.
  26037. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26038. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26039. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26040. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26041. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26042. * @param shapeId (integer) is the model shape identifier in the SPS.
  26043. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26044. * @param sps defines the sps it is associated to
  26045. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26046. */
  26047. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26048. /**
  26049. * Legacy support, changed scale to scaling
  26050. */
  26051. /**
  26052. * Legacy support, changed scale to scaling
  26053. */
  26054. scale: Vector3;
  26055. /**
  26056. * Legacy support, changed quaternion to rotationQuaternion
  26057. */
  26058. /**
  26059. * Legacy support, changed quaternion to rotationQuaternion
  26060. */
  26061. quaternion: Nullable<Quaternion>;
  26062. /**
  26063. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26064. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26065. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26066. * @returns true if it intersects
  26067. */
  26068. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26069. /**
  26070. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26071. * A particle is in the frustum if its bounding box intersects the frustum
  26072. * @param frustumPlanes defines the frustum to test
  26073. * @returns true if the particle is in the frustum planes
  26074. */
  26075. isInFrustum(frustumPlanes: Plane[]): boolean;
  26076. /**
  26077. * get the rotation matrix of the particle
  26078. * @hidden
  26079. */
  26080. getRotationMatrix(m: Matrix): void;
  26081. }
  26082. /**
  26083. * Represents the shape of the model used by one particle of a solid particle system.
  26084. * SPS internal tool, don't use it manually.
  26085. */
  26086. export class ModelShape {
  26087. /**
  26088. * The shape id
  26089. * @hidden
  26090. */
  26091. shapeID: number;
  26092. /**
  26093. * flat array of model positions (internal use)
  26094. * @hidden
  26095. */
  26096. _shape: Vector3[];
  26097. /**
  26098. * flat array of model UVs (internal use)
  26099. * @hidden
  26100. */
  26101. _shapeUV: number[];
  26102. /**
  26103. * length of the shape in the model indices array (internal use)
  26104. * @hidden
  26105. */
  26106. _indicesLength: number;
  26107. /**
  26108. * Custom position function (internal use)
  26109. * @hidden
  26110. */
  26111. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26112. /**
  26113. * Custom vertex function (internal use)
  26114. * @hidden
  26115. */
  26116. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26117. /**
  26118. * 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.
  26119. * SPS internal tool, don't use it manually.
  26120. * @hidden
  26121. */
  26122. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26123. }
  26124. /**
  26125. * Represents a Depth Sorted Particle in the solid particle system.
  26126. */
  26127. export class DepthSortedParticle {
  26128. /**
  26129. * Index of the particle in the "indices" array
  26130. */
  26131. ind: number;
  26132. /**
  26133. * Length of the particle shape in the "indices" array
  26134. */
  26135. indicesLength: number;
  26136. /**
  26137. * Squared distance from the particle to the camera
  26138. */
  26139. sqDistance: number;
  26140. }
  26141. }
  26142. declare module "babylonjs/Collisions/meshCollisionData" {
  26143. import { Collider } from "babylonjs/Collisions/collider";
  26144. import { Vector3 } from "babylonjs/Maths/math.vector";
  26145. import { Nullable } from "babylonjs/types";
  26146. import { Observer } from "babylonjs/Misc/observable";
  26147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26148. /**
  26149. * @hidden
  26150. */
  26151. export class _MeshCollisionData {
  26152. _checkCollisions: boolean;
  26153. _collisionMask: number;
  26154. _collisionGroup: number;
  26155. _collider: Nullable<Collider>;
  26156. _oldPositionForCollisions: Vector3;
  26157. _diffPositionForCollisions: Vector3;
  26158. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26159. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26160. }
  26161. }
  26162. declare module "babylonjs/Meshes/abstractMesh" {
  26163. import { Observable } from "babylonjs/Misc/observable";
  26164. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26165. import { Camera } from "babylonjs/Cameras/camera";
  26166. import { Scene, IDisposable } from "babylonjs/scene";
  26167. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26168. import { Node } from "babylonjs/node";
  26169. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26170. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26171. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26172. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26173. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26174. import { Material } from "babylonjs/Materials/material";
  26175. import { Light } from "babylonjs/Lights/light";
  26176. import { Skeleton } from "babylonjs/Bones/skeleton";
  26177. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26178. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26179. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26180. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26181. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26182. import { Plane } from "babylonjs/Maths/math.plane";
  26183. import { Ray } from "babylonjs/Culling/ray";
  26184. import { Collider } from "babylonjs/Collisions/collider";
  26185. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26186. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26187. /** @hidden */
  26188. class _FacetDataStorage {
  26189. facetPositions: Vector3[];
  26190. facetNormals: Vector3[];
  26191. facetPartitioning: number[][];
  26192. facetNb: number;
  26193. partitioningSubdivisions: number;
  26194. partitioningBBoxRatio: number;
  26195. facetDataEnabled: boolean;
  26196. facetParameters: any;
  26197. bbSize: Vector3;
  26198. subDiv: {
  26199. max: number;
  26200. X: number;
  26201. Y: number;
  26202. Z: number;
  26203. };
  26204. facetDepthSort: boolean;
  26205. facetDepthSortEnabled: boolean;
  26206. depthSortedIndices: IndicesArray;
  26207. depthSortedFacets: {
  26208. ind: number;
  26209. sqDistance: number;
  26210. }[];
  26211. facetDepthSortFunction: (f1: {
  26212. ind: number;
  26213. sqDistance: number;
  26214. }, f2: {
  26215. ind: number;
  26216. sqDistance: number;
  26217. }) => number;
  26218. facetDepthSortFrom: Vector3;
  26219. facetDepthSortOrigin: Vector3;
  26220. invertedMatrix: Matrix;
  26221. }
  26222. /**
  26223. * @hidden
  26224. **/
  26225. class _InternalAbstractMeshDataInfo {
  26226. _hasVertexAlpha: boolean;
  26227. _useVertexColors: boolean;
  26228. _numBoneInfluencers: number;
  26229. _applyFog: boolean;
  26230. _receiveShadows: boolean;
  26231. _facetData: _FacetDataStorage;
  26232. _visibility: number;
  26233. _skeleton: Nullable<Skeleton>;
  26234. _layerMask: number;
  26235. _computeBonesUsingShaders: boolean;
  26236. _isActive: boolean;
  26237. _onlyForInstances: boolean;
  26238. _isActiveIntermediate: boolean;
  26239. _onlyForInstancesIntermediate: boolean;
  26240. }
  26241. /**
  26242. * Class used to store all common mesh properties
  26243. */
  26244. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26245. /** No occlusion */
  26246. static OCCLUSION_TYPE_NONE: number;
  26247. /** Occlusion set to optimisitic */
  26248. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26249. /** Occlusion set to strict */
  26250. static OCCLUSION_TYPE_STRICT: number;
  26251. /** Use an accurante occlusion algorithm */
  26252. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26253. /** Use a conservative occlusion algorithm */
  26254. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26255. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26256. * Test order :
  26257. * Is the bounding sphere outside the frustum ?
  26258. * If not, are the bounding box vertices outside the frustum ?
  26259. * It not, then the cullable object is in the frustum.
  26260. */
  26261. static readonly CULLINGSTRATEGY_STANDARD: number;
  26262. /** Culling strategy : Bounding Sphere Only.
  26263. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26264. * It's also less accurate than the standard because some not visible objects can still be selected.
  26265. * Test : is the bounding sphere outside the frustum ?
  26266. * If not, then the cullable object is in the frustum.
  26267. */
  26268. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26269. /** Culling strategy : Optimistic Inclusion.
  26270. * This in an inclusion test first, then the standard exclusion test.
  26271. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26272. * 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.
  26273. * Anyway, it's as accurate as the standard strategy.
  26274. * Test :
  26275. * Is the cullable object bounding sphere center in the frustum ?
  26276. * If not, apply the default culling strategy.
  26277. */
  26278. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26279. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26280. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26281. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26282. * 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.
  26283. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26284. * Test :
  26285. * Is the cullable object bounding sphere center in the frustum ?
  26286. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26287. */
  26288. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26289. /**
  26290. * No billboard
  26291. */
  26292. static readonly BILLBOARDMODE_NONE: number;
  26293. /** Billboard on X axis */
  26294. static readonly BILLBOARDMODE_X: number;
  26295. /** Billboard on Y axis */
  26296. static readonly BILLBOARDMODE_Y: number;
  26297. /** Billboard on Z axis */
  26298. static readonly BILLBOARDMODE_Z: number;
  26299. /** Billboard on all axes */
  26300. static readonly BILLBOARDMODE_ALL: number;
  26301. /** @hidden */
  26302. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26303. /**
  26304. * The culling strategy to use to check whether the mesh must be rendered or not.
  26305. * This value can be changed at any time and will be used on the next render mesh selection.
  26306. * The possible values are :
  26307. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26308. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26309. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26310. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26311. * Please read each static variable documentation to get details about the culling process.
  26312. * */
  26313. cullingStrategy: number;
  26314. /**
  26315. * Gets the number of facets in the mesh
  26316. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26317. */
  26318. readonly facetNb: number;
  26319. /**
  26320. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26321. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26322. */
  26323. partitioningSubdivisions: number;
  26324. /**
  26325. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26326. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26327. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26328. */
  26329. partitioningBBoxRatio: number;
  26330. /**
  26331. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26332. * Works only for updatable meshes.
  26333. * Doesn't work with multi-materials
  26334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26335. */
  26336. mustDepthSortFacets: boolean;
  26337. /**
  26338. * The location (Vector3) where the facet depth sort must be computed from.
  26339. * By default, the active camera position.
  26340. * Used only when facet depth sort is enabled
  26341. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26342. */
  26343. facetDepthSortFrom: Vector3;
  26344. /**
  26345. * gets a boolean indicating if facetData is enabled
  26346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26347. */
  26348. readonly isFacetDataEnabled: boolean;
  26349. /** @hidden */
  26350. _updateNonUniformScalingState(value: boolean): boolean;
  26351. /**
  26352. * An event triggered when this mesh collides with another one
  26353. */
  26354. onCollideObservable: Observable<AbstractMesh>;
  26355. /** Set a function to call when this mesh collides with another one */
  26356. onCollide: () => void;
  26357. /**
  26358. * An event triggered when the collision's position changes
  26359. */
  26360. onCollisionPositionChangeObservable: Observable<Vector3>;
  26361. /** Set a function to call when the collision's position changes */
  26362. onCollisionPositionChange: () => void;
  26363. /**
  26364. * An event triggered when material is changed
  26365. */
  26366. onMaterialChangedObservable: Observable<AbstractMesh>;
  26367. /**
  26368. * Gets or sets the orientation for POV movement & rotation
  26369. */
  26370. definedFacingForward: boolean;
  26371. /** @hidden */
  26372. _occlusionQuery: Nullable<WebGLQuery>;
  26373. /** @hidden */
  26374. _renderingGroup: Nullable<RenderingGroup>;
  26375. /**
  26376. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26377. */
  26378. /**
  26379. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26380. */
  26381. visibility: number;
  26382. /** Gets or sets the alpha index used to sort transparent meshes
  26383. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26384. */
  26385. alphaIndex: number;
  26386. /**
  26387. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26388. */
  26389. isVisible: boolean;
  26390. /**
  26391. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26392. */
  26393. isPickable: boolean;
  26394. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26395. showSubMeshesBoundingBox: boolean;
  26396. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26397. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26398. */
  26399. isBlocker: boolean;
  26400. /**
  26401. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26402. */
  26403. enablePointerMoveEvents: boolean;
  26404. /**
  26405. * Specifies the rendering group id for this mesh (0 by default)
  26406. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26407. */
  26408. renderingGroupId: number;
  26409. private _material;
  26410. /** Gets or sets current material */
  26411. material: Nullable<Material>;
  26412. /**
  26413. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26414. * @see http://doc.babylonjs.com/babylon101/shadows
  26415. */
  26416. receiveShadows: boolean;
  26417. /** Defines color to use when rendering outline */
  26418. outlineColor: Color3;
  26419. /** Define width to use when rendering outline */
  26420. outlineWidth: number;
  26421. /** Defines color to use when rendering overlay */
  26422. overlayColor: Color3;
  26423. /** Defines alpha to use when rendering overlay */
  26424. overlayAlpha: number;
  26425. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26426. hasVertexAlpha: boolean;
  26427. /** 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) */
  26428. useVertexColors: boolean;
  26429. /**
  26430. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26431. */
  26432. computeBonesUsingShaders: boolean;
  26433. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26434. numBoneInfluencers: number;
  26435. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26436. applyFog: boolean;
  26437. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26438. useOctreeForRenderingSelection: boolean;
  26439. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26440. useOctreeForPicking: boolean;
  26441. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26442. useOctreeForCollisions: boolean;
  26443. /**
  26444. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26445. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26446. */
  26447. layerMask: number;
  26448. /**
  26449. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26450. */
  26451. alwaysSelectAsActiveMesh: boolean;
  26452. /**
  26453. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26454. */
  26455. doNotSyncBoundingInfo: boolean;
  26456. /**
  26457. * Gets or sets the current action manager
  26458. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26459. */
  26460. actionManager: Nullable<AbstractActionManager>;
  26461. private _meshCollisionData;
  26462. /**
  26463. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26464. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26465. */
  26466. ellipsoid: Vector3;
  26467. /**
  26468. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26469. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26470. */
  26471. ellipsoidOffset: Vector3;
  26472. /**
  26473. * Gets or sets a collision mask used to mask collisions (default is -1).
  26474. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26475. */
  26476. collisionMask: number;
  26477. /**
  26478. * Gets or sets the current collision group mask (-1 by default).
  26479. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26480. */
  26481. collisionGroup: number;
  26482. /**
  26483. * Defines edge width used when edgesRenderer is enabled
  26484. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26485. */
  26486. edgesWidth: number;
  26487. /**
  26488. * Defines edge color used when edgesRenderer is enabled
  26489. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26490. */
  26491. edgesColor: Color4;
  26492. /** @hidden */
  26493. _edgesRenderer: Nullable<IEdgesRenderer>;
  26494. /** @hidden */
  26495. _masterMesh: Nullable<AbstractMesh>;
  26496. /** @hidden */
  26497. _boundingInfo: Nullable<BoundingInfo>;
  26498. /** @hidden */
  26499. _renderId: number;
  26500. /**
  26501. * Gets or sets the list of subMeshes
  26502. * @see http://doc.babylonjs.com/how_to/multi_materials
  26503. */
  26504. subMeshes: SubMesh[];
  26505. /** @hidden */
  26506. _intersectionsInProgress: AbstractMesh[];
  26507. /** @hidden */
  26508. _unIndexed: boolean;
  26509. /** @hidden */
  26510. _lightSources: Light[];
  26511. /** Gets the list of lights affecting that mesh */
  26512. readonly lightSources: Light[];
  26513. /** @hidden */
  26514. readonly _positions: Nullable<Vector3[]>;
  26515. /** @hidden */
  26516. _waitingData: {
  26517. lods: Nullable<any>;
  26518. actions: Nullable<any>;
  26519. freezeWorldMatrix: Nullable<boolean>;
  26520. };
  26521. /** @hidden */
  26522. _bonesTransformMatrices: Nullable<Float32Array>;
  26523. /** @hidden */
  26524. _transformMatrixTexture: Nullable<RawTexture>;
  26525. /**
  26526. * Gets or sets a skeleton to apply skining transformations
  26527. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26528. */
  26529. skeleton: Nullable<Skeleton>;
  26530. /**
  26531. * An event triggered when the mesh is rebuilt.
  26532. */
  26533. onRebuildObservable: Observable<AbstractMesh>;
  26534. /**
  26535. * Creates a new AbstractMesh
  26536. * @param name defines the name of the mesh
  26537. * @param scene defines the hosting scene
  26538. */
  26539. constructor(name: string, scene?: Nullable<Scene>);
  26540. /**
  26541. * Returns the string "AbstractMesh"
  26542. * @returns "AbstractMesh"
  26543. */
  26544. getClassName(): string;
  26545. /**
  26546. * Gets a string representation of the current mesh
  26547. * @param fullDetails defines a boolean indicating if full details must be included
  26548. * @returns a string representation of the current mesh
  26549. */
  26550. toString(fullDetails?: boolean): string;
  26551. /**
  26552. * @hidden
  26553. */
  26554. protected _getEffectiveParent(): Nullable<Node>;
  26555. /** @hidden */
  26556. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26557. /** @hidden */
  26558. _rebuild(): void;
  26559. /** @hidden */
  26560. _resyncLightSources(): void;
  26561. /** @hidden */
  26562. _resyncLighSource(light: Light): void;
  26563. /** @hidden */
  26564. _unBindEffect(): void;
  26565. /** @hidden */
  26566. _removeLightSource(light: Light): void;
  26567. private _markSubMeshesAsDirty;
  26568. /** @hidden */
  26569. _markSubMeshesAsLightDirty(): void;
  26570. /** @hidden */
  26571. _markSubMeshesAsAttributesDirty(): void;
  26572. /** @hidden */
  26573. _markSubMeshesAsMiscDirty(): void;
  26574. /**
  26575. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26576. */
  26577. scaling: Vector3;
  26578. /**
  26579. * Returns true if the mesh is blocked. Implemented by child classes
  26580. */
  26581. readonly isBlocked: boolean;
  26582. /**
  26583. * Returns the mesh itself by default. Implemented by child classes
  26584. * @param camera defines the camera to use to pick the right LOD level
  26585. * @returns the currentAbstractMesh
  26586. */
  26587. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26588. /**
  26589. * Returns 0 by default. Implemented by child classes
  26590. * @returns an integer
  26591. */
  26592. getTotalVertices(): number;
  26593. /**
  26594. * Returns a positive integer : the total number of indices in this mesh geometry.
  26595. * @returns the numner of indices or zero if the mesh has no geometry.
  26596. */
  26597. getTotalIndices(): number;
  26598. /**
  26599. * Returns null by default. Implemented by child classes
  26600. * @returns null
  26601. */
  26602. getIndices(): Nullable<IndicesArray>;
  26603. /**
  26604. * Returns the array of the requested vertex data kind. Implemented by child classes
  26605. * @param kind defines the vertex data kind to use
  26606. * @returns null
  26607. */
  26608. getVerticesData(kind: string): Nullable<FloatArray>;
  26609. /**
  26610. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26611. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26612. * Note that a new underlying VertexBuffer object is created each call.
  26613. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26614. * @param kind defines vertex data kind:
  26615. * * VertexBuffer.PositionKind
  26616. * * VertexBuffer.UVKind
  26617. * * VertexBuffer.UV2Kind
  26618. * * VertexBuffer.UV3Kind
  26619. * * VertexBuffer.UV4Kind
  26620. * * VertexBuffer.UV5Kind
  26621. * * VertexBuffer.UV6Kind
  26622. * * VertexBuffer.ColorKind
  26623. * * VertexBuffer.MatricesIndicesKind
  26624. * * VertexBuffer.MatricesIndicesExtraKind
  26625. * * VertexBuffer.MatricesWeightsKind
  26626. * * VertexBuffer.MatricesWeightsExtraKind
  26627. * @param data defines the data source
  26628. * @param updatable defines if the data must be flagged as updatable (or static)
  26629. * @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
  26630. * @returns the current mesh
  26631. */
  26632. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26633. /**
  26634. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26635. * If the mesh has no geometry, it is simply returned as it is.
  26636. * @param kind defines vertex data kind:
  26637. * * VertexBuffer.PositionKind
  26638. * * VertexBuffer.UVKind
  26639. * * VertexBuffer.UV2Kind
  26640. * * VertexBuffer.UV3Kind
  26641. * * VertexBuffer.UV4Kind
  26642. * * VertexBuffer.UV5Kind
  26643. * * VertexBuffer.UV6Kind
  26644. * * VertexBuffer.ColorKind
  26645. * * VertexBuffer.MatricesIndicesKind
  26646. * * VertexBuffer.MatricesIndicesExtraKind
  26647. * * VertexBuffer.MatricesWeightsKind
  26648. * * VertexBuffer.MatricesWeightsExtraKind
  26649. * @param data defines the data source
  26650. * @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
  26651. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26652. * @returns the current mesh
  26653. */
  26654. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26655. /**
  26656. * Sets the mesh indices,
  26657. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26658. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26659. * @param totalVertices Defines the total number of vertices
  26660. * @returns the current mesh
  26661. */
  26662. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26663. /**
  26664. * Gets a boolean indicating if specific vertex data is present
  26665. * @param kind defines the vertex data kind to use
  26666. * @returns true is data kind is present
  26667. */
  26668. isVerticesDataPresent(kind: string): boolean;
  26669. /**
  26670. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26671. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26672. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26673. * @returns a BoundingInfo
  26674. */
  26675. getBoundingInfo(): BoundingInfo;
  26676. /**
  26677. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26678. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26679. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26680. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26681. * @returns the current mesh
  26682. */
  26683. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26684. /**
  26685. * Overwrite the current bounding info
  26686. * @param boundingInfo defines the new bounding info
  26687. * @returns the current mesh
  26688. */
  26689. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26690. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26691. readonly useBones: boolean;
  26692. /** @hidden */
  26693. _preActivate(): void;
  26694. /** @hidden */
  26695. _preActivateForIntermediateRendering(renderId: number): void;
  26696. /** @hidden */
  26697. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26698. /** @hidden */
  26699. _postActivate(): void;
  26700. /** @hidden */
  26701. _freeze(): void;
  26702. /** @hidden */
  26703. _unFreeze(): void;
  26704. /**
  26705. * Gets the current world matrix
  26706. * @returns a Matrix
  26707. */
  26708. getWorldMatrix(): Matrix;
  26709. /** @hidden */
  26710. _getWorldMatrixDeterminant(): number;
  26711. /**
  26712. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26713. */
  26714. readonly isAnInstance: boolean;
  26715. /**
  26716. * Perform relative position change from the point of view of behind the front of the mesh.
  26717. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26718. * Supports definition of mesh facing forward or backward
  26719. * @param amountRight defines the distance on the right axis
  26720. * @param amountUp defines the distance on the up axis
  26721. * @param amountForward defines the distance on the forward axis
  26722. * @returns the current mesh
  26723. */
  26724. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26725. /**
  26726. * Calculate relative position change from the point of view of behind the front of the mesh.
  26727. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26728. * Supports definition of mesh facing forward or backward
  26729. * @param amountRight defines the distance on the right axis
  26730. * @param amountUp defines the distance on the up axis
  26731. * @param amountForward defines the distance on the forward axis
  26732. * @returns the new displacement vector
  26733. */
  26734. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26735. /**
  26736. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26737. * Supports definition of mesh facing forward or backward
  26738. * @param flipBack defines the flip
  26739. * @param twirlClockwise defines the twirl
  26740. * @param tiltRight defines the tilt
  26741. * @returns the current mesh
  26742. */
  26743. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26744. /**
  26745. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26746. * Supports definition of mesh facing forward or backward.
  26747. * @param flipBack defines the flip
  26748. * @param twirlClockwise defines the twirl
  26749. * @param tiltRight defines the tilt
  26750. * @returns the new rotation vector
  26751. */
  26752. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26753. /**
  26754. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26755. * This means the mesh underlying bounding box and sphere are recomputed.
  26756. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26757. * @returns the current mesh
  26758. */
  26759. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26760. /** @hidden */
  26761. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26762. /** @hidden */
  26763. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26764. /** @hidden */
  26765. _updateBoundingInfo(): AbstractMesh;
  26766. /** @hidden */
  26767. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26768. /** @hidden */
  26769. protected _afterComputeWorldMatrix(): void;
  26770. /** @hidden */
  26771. readonly _effectiveMesh: AbstractMesh;
  26772. /**
  26773. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26774. * A mesh is in the frustum if its bounding box intersects the frustum
  26775. * @param frustumPlanes defines the frustum to test
  26776. * @returns true if the mesh is in the frustum planes
  26777. */
  26778. isInFrustum(frustumPlanes: Plane[]): boolean;
  26779. /**
  26780. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26781. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26782. * @param frustumPlanes defines the frustum to test
  26783. * @returns true if the mesh is completely in the frustum planes
  26784. */
  26785. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26786. /**
  26787. * True if the mesh intersects another mesh or a SolidParticle object
  26788. * @param mesh defines a target mesh or SolidParticle to test
  26789. * @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)
  26790. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26791. * @returns true if there is an intersection
  26792. */
  26793. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26794. /**
  26795. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26796. * @param point defines the point to test
  26797. * @returns true if there is an intersection
  26798. */
  26799. intersectsPoint(point: Vector3): boolean;
  26800. /**
  26801. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26802. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26803. */
  26804. checkCollisions: boolean;
  26805. /**
  26806. * Gets Collider object used to compute collisions (not physics)
  26807. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26808. */
  26809. readonly collider: Nullable<Collider>;
  26810. /**
  26811. * Move the mesh using collision engine
  26812. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26813. * @param displacement defines the requested displacement vector
  26814. * @returns the current mesh
  26815. */
  26816. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26817. private _onCollisionPositionChange;
  26818. /** @hidden */
  26819. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26820. /** @hidden */
  26821. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26822. /** @hidden */
  26823. _checkCollision(collider: Collider): AbstractMesh;
  26824. /** @hidden */
  26825. _generatePointsArray(): boolean;
  26826. /**
  26827. * Checks if the passed Ray intersects with the mesh
  26828. * @param ray defines the ray to use
  26829. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26830. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26831. * @returns the picking info
  26832. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26833. */
  26834. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26835. /**
  26836. * Clones the current mesh
  26837. * @param name defines the mesh name
  26838. * @param newParent defines the new mesh parent
  26839. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26840. * @returns the new mesh
  26841. */
  26842. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26843. /**
  26844. * Disposes all the submeshes of the current meshnp
  26845. * @returns the current mesh
  26846. */
  26847. releaseSubMeshes(): AbstractMesh;
  26848. /**
  26849. * Releases resources associated with this abstract mesh.
  26850. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26851. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26852. */
  26853. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26854. /**
  26855. * Adds the passed mesh as a child to the current mesh
  26856. * @param mesh defines the child mesh
  26857. * @returns the current mesh
  26858. */
  26859. addChild(mesh: AbstractMesh): AbstractMesh;
  26860. /**
  26861. * Removes the passed mesh from the current mesh children list
  26862. * @param mesh defines the child mesh
  26863. * @returns the current mesh
  26864. */
  26865. removeChild(mesh: AbstractMesh): AbstractMesh;
  26866. /** @hidden */
  26867. private _initFacetData;
  26868. /**
  26869. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26870. * This method can be called within the render loop.
  26871. * 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
  26872. * @returns the current mesh
  26873. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26874. */
  26875. updateFacetData(): AbstractMesh;
  26876. /**
  26877. * Returns the facetLocalNormals array.
  26878. * The normals are expressed in the mesh local spac
  26879. * @returns an array of Vector3
  26880. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26881. */
  26882. getFacetLocalNormals(): Vector3[];
  26883. /**
  26884. * Returns the facetLocalPositions array.
  26885. * The facet positions are expressed in the mesh local space
  26886. * @returns an array of Vector3
  26887. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26888. */
  26889. getFacetLocalPositions(): Vector3[];
  26890. /**
  26891. * Returns the facetLocalPartioning array
  26892. * @returns an array of array of numbers
  26893. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26894. */
  26895. getFacetLocalPartitioning(): number[][];
  26896. /**
  26897. * Returns the i-th facet position in the world system.
  26898. * This method allocates a new Vector3 per call
  26899. * @param i defines the facet index
  26900. * @returns a new Vector3
  26901. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26902. */
  26903. getFacetPosition(i: number): Vector3;
  26904. /**
  26905. * Sets the reference Vector3 with the i-th facet position in the world system
  26906. * @param i defines the facet index
  26907. * @param ref defines the target vector
  26908. * @returns the current mesh
  26909. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26910. */
  26911. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26912. /**
  26913. * Returns the i-th facet normal in the world system.
  26914. * This method allocates a new Vector3 per call
  26915. * @param i defines the facet index
  26916. * @returns a new Vector3
  26917. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26918. */
  26919. getFacetNormal(i: number): Vector3;
  26920. /**
  26921. * Sets the reference Vector3 with the i-th facet normal in the world system
  26922. * @param i defines the facet index
  26923. * @param ref defines the target vector
  26924. * @returns the current mesh
  26925. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26926. */
  26927. getFacetNormalToRef(i: number, ref: Vector3): this;
  26928. /**
  26929. * 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)
  26930. * @param x defines x coordinate
  26931. * @param y defines y coordinate
  26932. * @param z defines z coordinate
  26933. * @returns the array of facet indexes
  26934. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26935. */
  26936. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26937. /**
  26938. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26939. * @param projected sets as the (x,y,z) world projection on the facet
  26940. * @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
  26941. * @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
  26942. * @param x defines x coordinate
  26943. * @param y defines y coordinate
  26944. * @param z defines z coordinate
  26945. * @returns the face index if found (or null instead)
  26946. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26947. */
  26948. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26949. /**
  26950. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26951. * @param projected sets as the (x,y,z) local projection on the facet
  26952. * @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
  26953. * @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
  26954. * @param x defines x coordinate
  26955. * @param y defines y coordinate
  26956. * @param z defines z coordinate
  26957. * @returns the face index if found (or null instead)
  26958. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26959. */
  26960. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26961. /**
  26962. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26963. * @returns the parameters
  26964. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26965. */
  26966. getFacetDataParameters(): any;
  26967. /**
  26968. * Disables the feature FacetData and frees the related memory
  26969. * @returns the current mesh
  26970. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26971. */
  26972. disableFacetData(): AbstractMesh;
  26973. /**
  26974. * Updates the AbstractMesh indices array
  26975. * @param indices defines the data source
  26976. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  26977. * @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)
  26978. * @returns the current mesh
  26979. */
  26980. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  26981. /**
  26982. * Creates new normals data for the mesh
  26983. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  26984. * @returns the current mesh
  26985. */
  26986. createNormals(updatable: boolean): AbstractMesh;
  26987. /**
  26988. * Align the mesh with a normal
  26989. * @param normal defines the normal to use
  26990. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  26991. * @returns the current mesh
  26992. */
  26993. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  26994. /** @hidden */
  26995. _checkOcclusionQuery(): boolean;
  26996. /**
  26997. * Disables the mesh edge rendering mode
  26998. * @returns the currentAbstractMesh
  26999. */
  27000. disableEdgesRendering(): AbstractMesh;
  27001. /**
  27002. * Enables the edge rendering mode on the mesh.
  27003. * This mode makes the mesh edges visible
  27004. * @param epsilon defines the maximal distance between two angles to detect a face
  27005. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27006. * @returns the currentAbstractMesh
  27007. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27008. */
  27009. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27010. }
  27011. }
  27012. declare module "babylonjs/Actions/actionEvent" {
  27013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27014. import { Nullable } from "babylonjs/types";
  27015. import { Sprite } from "babylonjs/Sprites/sprite";
  27016. import { Scene } from "babylonjs/scene";
  27017. import { Vector2 } from "babylonjs/Maths/math.vector";
  27018. /**
  27019. * Interface used to define ActionEvent
  27020. */
  27021. export interface IActionEvent {
  27022. /** The mesh or sprite that triggered the action */
  27023. source: any;
  27024. /** The X mouse cursor position at the time of the event */
  27025. pointerX: number;
  27026. /** The Y mouse cursor position at the time of the event */
  27027. pointerY: number;
  27028. /** The mesh that is currently pointed at (can be null) */
  27029. meshUnderPointer: Nullable<AbstractMesh>;
  27030. /** the original (browser) event that triggered the ActionEvent */
  27031. sourceEvent?: any;
  27032. /** additional data for the event */
  27033. additionalData?: any;
  27034. }
  27035. /**
  27036. * ActionEvent is the event being sent when an action is triggered.
  27037. */
  27038. export class ActionEvent implements IActionEvent {
  27039. /** The mesh or sprite that triggered the action */
  27040. source: any;
  27041. /** The X mouse cursor position at the time of the event */
  27042. pointerX: number;
  27043. /** The Y mouse cursor position at the time of the event */
  27044. pointerY: number;
  27045. /** The mesh that is currently pointed at (can be null) */
  27046. meshUnderPointer: Nullable<AbstractMesh>;
  27047. /** the original (browser) event that triggered the ActionEvent */
  27048. sourceEvent?: any;
  27049. /** additional data for the event */
  27050. additionalData?: any;
  27051. /**
  27052. * Creates a new ActionEvent
  27053. * @param source The mesh or sprite that triggered the action
  27054. * @param pointerX The X mouse cursor position at the time of the event
  27055. * @param pointerY The Y mouse cursor position at the time of the event
  27056. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27057. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27058. * @param additionalData additional data for the event
  27059. */
  27060. constructor(
  27061. /** The mesh or sprite that triggered the action */
  27062. source: any,
  27063. /** The X mouse cursor position at the time of the event */
  27064. pointerX: number,
  27065. /** The Y mouse cursor position at the time of the event */
  27066. pointerY: number,
  27067. /** The mesh that is currently pointed at (can be null) */
  27068. meshUnderPointer: Nullable<AbstractMesh>,
  27069. /** the original (browser) event that triggered the ActionEvent */
  27070. sourceEvent?: any,
  27071. /** additional data for the event */
  27072. additionalData?: any);
  27073. /**
  27074. * Helper function to auto-create an ActionEvent from a source mesh.
  27075. * @param source The source mesh that triggered the event
  27076. * @param evt The original (browser) event
  27077. * @param additionalData additional data for the event
  27078. * @returns the new ActionEvent
  27079. */
  27080. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27081. /**
  27082. * Helper function to auto-create an ActionEvent from a source sprite
  27083. * @param source The source sprite that triggered the event
  27084. * @param scene Scene associated with the sprite
  27085. * @param evt The original (browser) event
  27086. * @param additionalData additional data for the event
  27087. * @returns the new ActionEvent
  27088. */
  27089. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27090. /**
  27091. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27092. * @param scene the scene where the event occurred
  27093. * @param evt The original (browser) event
  27094. * @returns the new ActionEvent
  27095. */
  27096. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27097. /**
  27098. * Helper function to auto-create an ActionEvent from a primitive
  27099. * @param prim defines the target primitive
  27100. * @param pointerPos defines the pointer position
  27101. * @param evt The original (browser) event
  27102. * @param additionalData additional data for the event
  27103. * @returns the new ActionEvent
  27104. */
  27105. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27106. }
  27107. }
  27108. declare module "babylonjs/Actions/abstractActionManager" {
  27109. import { IDisposable } from "babylonjs/scene";
  27110. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27111. import { IAction } from "babylonjs/Actions/action";
  27112. import { Nullable } from "babylonjs/types";
  27113. /**
  27114. * Abstract class used to decouple action Manager from scene and meshes.
  27115. * Do not instantiate.
  27116. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27117. */
  27118. export abstract class AbstractActionManager implements IDisposable {
  27119. /** Gets the list of active triggers */
  27120. static Triggers: {
  27121. [key: string]: number;
  27122. };
  27123. /** Gets the cursor to use when hovering items */
  27124. hoverCursor: string;
  27125. /** Gets the list of actions */
  27126. actions: IAction[];
  27127. /**
  27128. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27129. */
  27130. isRecursive: boolean;
  27131. /**
  27132. * Releases all associated resources
  27133. */
  27134. abstract dispose(): void;
  27135. /**
  27136. * Does this action manager has pointer triggers
  27137. */
  27138. abstract readonly hasPointerTriggers: boolean;
  27139. /**
  27140. * Does this action manager has pick triggers
  27141. */
  27142. abstract readonly hasPickTriggers: boolean;
  27143. /**
  27144. * Process a specific trigger
  27145. * @param trigger defines the trigger to process
  27146. * @param evt defines the event details to be processed
  27147. */
  27148. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27149. /**
  27150. * Does this action manager handles actions of any of the given triggers
  27151. * @param triggers defines the triggers to be tested
  27152. * @return a boolean indicating whether one (or more) of the triggers is handled
  27153. */
  27154. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27155. /**
  27156. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27157. * speed.
  27158. * @param triggerA defines the trigger to be tested
  27159. * @param triggerB defines the trigger to be tested
  27160. * @return a boolean indicating whether one (or more) of the triggers is handled
  27161. */
  27162. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27163. /**
  27164. * Does this action manager handles actions of a given trigger
  27165. * @param trigger defines the trigger to be tested
  27166. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27167. * @return whether the trigger is handled
  27168. */
  27169. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27170. /**
  27171. * Serialize this manager to a JSON object
  27172. * @param name defines the property name to store this manager
  27173. * @returns a JSON representation of this manager
  27174. */
  27175. abstract serialize(name: string): any;
  27176. /**
  27177. * Registers an action to this action manager
  27178. * @param action defines the action to be registered
  27179. * @return the action amended (prepared) after registration
  27180. */
  27181. abstract registerAction(action: IAction): Nullable<IAction>;
  27182. /**
  27183. * Unregisters an action to this action manager
  27184. * @param action defines the action to be unregistered
  27185. * @return a boolean indicating whether the action has been unregistered
  27186. */
  27187. abstract unregisterAction(action: IAction): Boolean;
  27188. /**
  27189. * Does exist one action manager with at least one trigger
  27190. **/
  27191. static readonly HasTriggers: boolean;
  27192. /**
  27193. * Does exist one action manager with at least one pick trigger
  27194. **/
  27195. static readonly HasPickTriggers: boolean;
  27196. /**
  27197. * Does exist one action manager that handles actions of a given trigger
  27198. * @param trigger defines the trigger to be tested
  27199. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27200. **/
  27201. static HasSpecificTrigger(trigger: number): boolean;
  27202. }
  27203. }
  27204. declare module "babylonjs/node" {
  27205. import { Scene } from "babylonjs/scene";
  27206. import { Nullable } from "babylonjs/types";
  27207. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27208. import { Engine } from "babylonjs/Engines/engine";
  27209. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27210. import { Observable } from "babylonjs/Misc/observable";
  27211. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27213. import { Animatable } from "babylonjs/Animations/animatable";
  27214. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27215. import { Animation } from "babylonjs/Animations/animation";
  27216. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27217. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27218. /**
  27219. * Defines how a node can be built from a string name.
  27220. */
  27221. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27222. /**
  27223. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27224. */
  27225. export class Node implements IBehaviorAware<Node> {
  27226. /** @hidden */
  27227. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27228. private static _NodeConstructors;
  27229. /**
  27230. * Add a new node constructor
  27231. * @param type defines the type name of the node to construct
  27232. * @param constructorFunc defines the constructor function
  27233. */
  27234. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27235. /**
  27236. * Returns a node constructor based on type name
  27237. * @param type defines the type name
  27238. * @param name defines the new node name
  27239. * @param scene defines the hosting scene
  27240. * @param options defines optional options to transmit to constructors
  27241. * @returns the new constructor or null
  27242. */
  27243. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27244. /**
  27245. * Gets or sets the name of the node
  27246. */
  27247. name: string;
  27248. /**
  27249. * Gets or sets the id of the node
  27250. */
  27251. id: string;
  27252. /**
  27253. * Gets or sets the unique id of the node
  27254. */
  27255. uniqueId: number;
  27256. /**
  27257. * Gets or sets a string used to store user defined state for the node
  27258. */
  27259. state: string;
  27260. /**
  27261. * Gets or sets an object used to store user defined information for the node
  27262. */
  27263. metadata: any;
  27264. /**
  27265. * For internal use only. Please do not use.
  27266. */
  27267. reservedDataStore: any;
  27268. /**
  27269. * List of inspectable custom properties (used by the Inspector)
  27270. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27271. */
  27272. inspectableCustomProperties: IInspectable[];
  27273. /**
  27274. * Gets or sets a boolean used to define if the node must be serialized
  27275. */
  27276. doNotSerialize: boolean;
  27277. /** @hidden */
  27278. _isDisposed: boolean;
  27279. /**
  27280. * Gets a list of Animations associated with the node
  27281. */
  27282. animations: import("babylonjs/Animations/animation").Animation[];
  27283. protected _ranges: {
  27284. [name: string]: Nullable<AnimationRange>;
  27285. };
  27286. /**
  27287. * Callback raised when the node is ready to be used
  27288. */
  27289. onReady: Nullable<(node: Node) => void>;
  27290. private _isEnabled;
  27291. private _isParentEnabled;
  27292. private _isReady;
  27293. /** @hidden */
  27294. _currentRenderId: number;
  27295. private _parentUpdateId;
  27296. /** @hidden */
  27297. _childUpdateId: number;
  27298. /** @hidden */
  27299. _waitingParentId: Nullable<string>;
  27300. /** @hidden */
  27301. _scene: Scene;
  27302. /** @hidden */
  27303. _cache: any;
  27304. private _parentNode;
  27305. private _children;
  27306. /** @hidden */
  27307. _worldMatrix: Matrix;
  27308. /** @hidden */
  27309. _worldMatrixDeterminant: number;
  27310. /** @hidden */
  27311. _worldMatrixDeterminantIsDirty: boolean;
  27312. /** @hidden */
  27313. private _sceneRootNodesIndex;
  27314. /**
  27315. * Gets a boolean indicating if the node has been disposed
  27316. * @returns true if the node was disposed
  27317. */
  27318. isDisposed(): boolean;
  27319. /**
  27320. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27321. * @see https://doc.babylonjs.com/how_to/parenting
  27322. */
  27323. parent: Nullable<Node>;
  27324. private addToSceneRootNodes;
  27325. private removeFromSceneRootNodes;
  27326. private _animationPropertiesOverride;
  27327. /**
  27328. * Gets or sets the animation properties override
  27329. */
  27330. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27331. /**
  27332. * Gets a string idenfifying the name of the class
  27333. * @returns "Node" string
  27334. */
  27335. getClassName(): string;
  27336. /** @hidden */
  27337. readonly _isNode: boolean;
  27338. /**
  27339. * An event triggered when the mesh is disposed
  27340. */
  27341. onDisposeObservable: Observable<Node>;
  27342. private _onDisposeObserver;
  27343. /**
  27344. * Sets a callback that will be raised when the node will be disposed
  27345. */
  27346. onDispose: () => void;
  27347. /**
  27348. * Creates a new Node
  27349. * @param name the name and id to be given to this node
  27350. * @param scene the scene this node will be added to
  27351. * @param addToRootNodes the node will be added to scene.rootNodes
  27352. */
  27353. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27354. /**
  27355. * Gets the scene of the node
  27356. * @returns a scene
  27357. */
  27358. getScene(): Scene;
  27359. /**
  27360. * Gets the engine of the node
  27361. * @returns a Engine
  27362. */
  27363. getEngine(): Engine;
  27364. private _behaviors;
  27365. /**
  27366. * Attach a behavior to the node
  27367. * @see http://doc.babylonjs.com/features/behaviour
  27368. * @param behavior defines the behavior to attach
  27369. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27370. * @returns the current Node
  27371. */
  27372. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27373. /**
  27374. * Remove an attached behavior
  27375. * @see http://doc.babylonjs.com/features/behaviour
  27376. * @param behavior defines the behavior to attach
  27377. * @returns the current Node
  27378. */
  27379. removeBehavior(behavior: Behavior<Node>): Node;
  27380. /**
  27381. * Gets the list of attached behaviors
  27382. * @see http://doc.babylonjs.com/features/behaviour
  27383. */
  27384. readonly behaviors: Behavior<Node>[];
  27385. /**
  27386. * Gets an attached behavior by name
  27387. * @param name defines the name of the behavior to look for
  27388. * @see http://doc.babylonjs.com/features/behaviour
  27389. * @returns null if behavior was not found else the requested behavior
  27390. */
  27391. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27392. /**
  27393. * Returns the latest update of the World matrix
  27394. * @returns a Matrix
  27395. */
  27396. getWorldMatrix(): Matrix;
  27397. /** @hidden */
  27398. _getWorldMatrixDeterminant(): number;
  27399. /**
  27400. * Returns directly the latest state of the mesh World matrix.
  27401. * A Matrix is returned.
  27402. */
  27403. readonly worldMatrixFromCache: Matrix;
  27404. /** @hidden */
  27405. _initCache(): void;
  27406. /** @hidden */
  27407. updateCache(force?: boolean): void;
  27408. /** @hidden */
  27409. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27410. /** @hidden */
  27411. _updateCache(ignoreParentClass?: boolean): void;
  27412. /** @hidden */
  27413. _isSynchronized(): boolean;
  27414. /** @hidden */
  27415. _markSyncedWithParent(): void;
  27416. /** @hidden */
  27417. isSynchronizedWithParent(): boolean;
  27418. /** @hidden */
  27419. isSynchronized(): boolean;
  27420. /**
  27421. * Is this node ready to be used/rendered
  27422. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27423. * @return true if the node is ready
  27424. */
  27425. isReady(completeCheck?: boolean): boolean;
  27426. /**
  27427. * Is this node enabled?
  27428. * 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
  27429. * @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
  27430. * @return whether this node (and its parent) is enabled
  27431. */
  27432. isEnabled(checkAncestors?: boolean): boolean;
  27433. /** @hidden */
  27434. protected _syncParentEnabledState(): void;
  27435. /**
  27436. * Set the enabled state of this node
  27437. * @param value defines the new enabled state
  27438. */
  27439. setEnabled(value: boolean): void;
  27440. /**
  27441. * Is this node a descendant of the given node?
  27442. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27443. * @param ancestor defines the parent node to inspect
  27444. * @returns a boolean indicating if this node is a descendant of the given node
  27445. */
  27446. isDescendantOf(ancestor: Node): boolean;
  27447. /** @hidden */
  27448. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27449. /**
  27450. * Will return all nodes that have this node as ascendant
  27451. * @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
  27452. * @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
  27453. * @return all children nodes of all types
  27454. */
  27455. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27456. /**
  27457. * Get all child-meshes of this node
  27458. * @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)
  27459. * @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
  27460. * @returns an array of AbstractMesh
  27461. */
  27462. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27463. /**
  27464. * Get all direct children of this node
  27465. * @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
  27466. * @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)
  27467. * @returns an array of Node
  27468. */
  27469. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27470. /** @hidden */
  27471. _setReady(state: boolean): void;
  27472. /**
  27473. * Get an animation by name
  27474. * @param name defines the name of the animation to look for
  27475. * @returns null if not found else the requested animation
  27476. */
  27477. getAnimationByName(name: string): Nullable<Animation>;
  27478. /**
  27479. * Creates an animation range for this node
  27480. * @param name defines the name of the range
  27481. * @param from defines the starting key
  27482. * @param to defines the end key
  27483. */
  27484. createAnimationRange(name: string, from: number, to: number): void;
  27485. /**
  27486. * Delete a specific animation range
  27487. * @param name defines the name of the range to delete
  27488. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27489. */
  27490. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27491. /**
  27492. * Get an animation range by name
  27493. * @param name defines the name of the animation range to look for
  27494. * @returns null if not found else the requested animation range
  27495. */
  27496. getAnimationRange(name: string): Nullable<AnimationRange>;
  27497. /**
  27498. * Gets the list of all animation ranges defined on this node
  27499. * @returns an array
  27500. */
  27501. getAnimationRanges(): Nullable<AnimationRange>[];
  27502. /**
  27503. * Will start the animation sequence
  27504. * @param name defines the range frames for animation sequence
  27505. * @param loop defines if the animation should loop (false by default)
  27506. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27507. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27508. * @returns the object created for this animation. If range does not exist, it will return null
  27509. */
  27510. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27511. /**
  27512. * Serialize animation ranges into a JSON compatible object
  27513. * @returns serialization object
  27514. */
  27515. serializeAnimationRanges(): any;
  27516. /**
  27517. * Computes the world matrix of the node
  27518. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27519. * @returns the world matrix
  27520. */
  27521. computeWorldMatrix(force?: boolean): Matrix;
  27522. /**
  27523. * Releases resources associated with this node.
  27524. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27525. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27526. */
  27527. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27528. /**
  27529. * Parse animation range data from a serialization object and store them into a given node
  27530. * @param node defines where to store the animation ranges
  27531. * @param parsedNode defines the serialization object to read data from
  27532. * @param scene defines the hosting scene
  27533. */
  27534. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27535. /**
  27536. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27537. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27538. * @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
  27539. * @returns the new bounding vectors
  27540. */
  27541. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27542. min: Vector3;
  27543. max: Vector3;
  27544. };
  27545. }
  27546. }
  27547. declare module "babylonjs/Animations/animation" {
  27548. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27549. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27550. import { Color3 } from "babylonjs/Maths/math.color";
  27551. import { Nullable } from "babylonjs/types";
  27552. import { Scene } from "babylonjs/scene";
  27553. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27554. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27555. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27556. import { Node } from "babylonjs/node";
  27557. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27558. import { Size } from "babylonjs/Maths/math.size";
  27559. import { Animatable } from "babylonjs/Animations/animatable";
  27560. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27561. /**
  27562. * @hidden
  27563. */
  27564. export class _IAnimationState {
  27565. key: number;
  27566. repeatCount: number;
  27567. workValue?: any;
  27568. loopMode?: number;
  27569. offsetValue?: any;
  27570. highLimitValue?: any;
  27571. }
  27572. /**
  27573. * Class used to store any kind of animation
  27574. */
  27575. export class Animation {
  27576. /**Name of the animation */
  27577. name: string;
  27578. /**Property to animate */
  27579. targetProperty: string;
  27580. /**The frames per second of the animation */
  27581. framePerSecond: number;
  27582. /**The data type of the animation */
  27583. dataType: number;
  27584. /**The loop mode of the animation */
  27585. loopMode?: number | undefined;
  27586. /**Specifies if blending should be enabled */
  27587. enableBlending?: boolean | undefined;
  27588. /**
  27589. * Use matrix interpolation instead of using direct key value when animating matrices
  27590. */
  27591. static AllowMatricesInterpolation: boolean;
  27592. /**
  27593. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27594. */
  27595. static AllowMatrixDecomposeForInterpolation: boolean;
  27596. /**
  27597. * Stores the key frames of the animation
  27598. */
  27599. private _keys;
  27600. /**
  27601. * Stores the easing function of the animation
  27602. */
  27603. private _easingFunction;
  27604. /**
  27605. * @hidden Internal use only
  27606. */
  27607. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27608. /**
  27609. * The set of event that will be linked to this animation
  27610. */
  27611. private _events;
  27612. /**
  27613. * Stores an array of target property paths
  27614. */
  27615. targetPropertyPath: string[];
  27616. /**
  27617. * Stores the blending speed of the animation
  27618. */
  27619. blendingSpeed: number;
  27620. /**
  27621. * Stores the animation ranges for the animation
  27622. */
  27623. private _ranges;
  27624. /**
  27625. * @hidden Internal use
  27626. */
  27627. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27628. /**
  27629. * Sets up an animation
  27630. * @param property The property to animate
  27631. * @param animationType The animation type to apply
  27632. * @param framePerSecond The frames per second of the animation
  27633. * @param easingFunction The easing function used in the animation
  27634. * @returns The created animation
  27635. */
  27636. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27637. /**
  27638. * Create and start an animation on a node
  27639. * @param name defines the name of the global animation that will be run on all nodes
  27640. * @param node defines the root node where the animation will take place
  27641. * @param targetProperty defines property to animate
  27642. * @param framePerSecond defines the number of frame per second yo use
  27643. * @param totalFrame defines the number of frames in total
  27644. * @param from defines the initial value
  27645. * @param to defines the final value
  27646. * @param loopMode defines which loop mode you want to use (off by default)
  27647. * @param easingFunction defines the easing function to use (linear by default)
  27648. * @param onAnimationEnd defines the callback to call when animation end
  27649. * @returns the animatable created for this animation
  27650. */
  27651. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27652. /**
  27653. * Create and start an animation on a node and its descendants
  27654. * @param name defines the name of the global animation that will be run on all nodes
  27655. * @param node defines the root node where the animation will take place
  27656. * @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
  27657. * @param targetProperty defines property to animate
  27658. * @param framePerSecond defines the number of frame per second to use
  27659. * @param totalFrame defines the number of frames in total
  27660. * @param from defines the initial value
  27661. * @param to defines the final value
  27662. * @param loopMode defines which loop mode you want to use (off by default)
  27663. * @param easingFunction defines the easing function to use (linear by default)
  27664. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27665. * @returns the list of animatables created for all nodes
  27666. * @example https://www.babylonjs-playground.com/#MH0VLI
  27667. */
  27668. 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[]>;
  27669. /**
  27670. * Creates a new animation, merges it with the existing animations and starts it
  27671. * @param name Name of the animation
  27672. * @param node Node which contains the scene that begins the animations
  27673. * @param targetProperty Specifies which property to animate
  27674. * @param framePerSecond The frames per second of the animation
  27675. * @param totalFrame The total number of frames
  27676. * @param from The frame at the beginning of the animation
  27677. * @param to The frame at the end of the animation
  27678. * @param loopMode Specifies the loop mode of the animation
  27679. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27680. * @param onAnimationEnd Callback to run once the animation is complete
  27681. * @returns Nullable animation
  27682. */
  27683. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27684. /**
  27685. * Transition property of an host to the target Value
  27686. * @param property The property to transition
  27687. * @param targetValue The target Value of the property
  27688. * @param host The object where the property to animate belongs
  27689. * @param scene Scene used to run the animation
  27690. * @param frameRate Framerate (in frame/s) to use
  27691. * @param transition The transition type we want to use
  27692. * @param duration The duration of the animation, in milliseconds
  27693. * @param onAnimationEnd Callback trigger at the end of the animation
  27694. * @returns Nullable animation
  27695. */
  27696. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27697. /**
  27698. * Return the array of runtime animations currently using this animation
  27699. */
  27700. readonly runtimeAnimations: RuntimeAnimation[];
  27701. /**
  27702. * Specifies if any of the runtime animations are currently running
  27703. */
  27704. readonly hasRunningRuntimeAnimations: boolean;
  27705. /**
  27706. * Initializes the animation
  27707. * @param name Name of the animation
  27708. * @param targetProperty Property to animate
  27709. * @param framePerSecond The frames per second of the animation
  27710. * @param dataType The data type of the animation
  27711. * @param loopMode The loop mode of the animation
  27712. * @param enableBlending Specifies if blending should be enabled
  27713. */
  27714. constructor(
  27715. /**Name of the animation */
  27716. name: string,
  27717. /**Property to animate */
  27718. targetProperty: string,
  27719. /**The frames per second of the animation */
  27720. framePerSecond: number,
  27721. /**The data type of the animation */
  27722. dataType: number,
  27723. /**The loop mode of the animation */
  27724. loopMode?: number | undefined,
  27725. /**Specifies if blending should be enabled */
  27726. enableBlending?: boolean | undefined);
  27727. /**
  27728. * Converts the animation to a string
  27729. * @param fullDetails support for multiple levels of logging within scene loading
  27730. * @returns String form of the animation
  27731. */
  27732. toString(fullDetails?: boolean): string;
  27733. /**
  27734. * Add an event to this animation
  27735. * @param event Event to add
  27736. */
  27737. addEvent(event: AnimationEvent): void;
  27738. /**
  27739. * Remove all events found at the given frame
  27740. * @param frame The frame to remove events from
  27741. */
  27742. removeEvents(frame: number): void;
  27743. /**
  27744. * Retrieves all the events from the animation
  27745. * @returns Events from the animation
  27746. */
  27747. getEvents(): AnimationEvent[];
  27748. /**
  27749. * Creates an animation range
  27750. * @param name Name of the animation range
  27751. * @param from Starting frame of the animation range
  27752. * @param to Ending frame of the animation
  27753. */
  27754. createRange(name: string, from: number, to: number): void;
  27755. /**
  27756. * Deletes an animation range by name
  27757. * @param name Name of the animation range to delete
  27758. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27759. */
  27760. deleteRange(name: string, deleteFrames?: boolean): void;
  27761. /**
  27762. * Gets the animation range by name, or null if not defined
  27763. * @param name Name of the animation range
  27764. * @returns Nullable animation range
  27765. */
  27766. getRange(name: string): Nullable<AnimationRange>;
  27767. /**
  27768. * Gets the key frames from the animation
  27769. * @returns The key frames of the animation
  27770. */
  27771. getKeys(): Array<IAnimationKey>;
  27772. /**
  27773. * Gets the highest frame rate of the animation
  27774. * @returns Highest frame rate of the animation
  27775. */
  27776. getHighestFrame(): number;
  27777. /**
  27778. * Gets the easing function of the animation
  27779. * @returns Easing function of the animation
  27780. */
  27781. getEasingFunction(): IEasingFunction;
  27782. /**
  27783. * Sets the easing function of the animation
  27784. * @param easingFunction A custom mathematical formula for animation
  27785. */
  27786. setEasingFunction(easingFunction: EasingFunction): void;
  27787. /**
  27788. * Interpolates a scalar linearly
  27789. * @param startValue Start value of the animation curve
  27790. * @param endValue End value of the animation curve
  27791. * @param gradient Scalar amount to interpolate
  27792. * @returns Interpolated scalar value
  27793. */
  27794. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27795. /**
  27796. * Interpolates a scalar cubically
  27797. * @param startValue Start value of the animation curve
  27798. * @param outTangent End tangent of the animation
  27799. * @param endValue End value of the animation curve
  27800. * @param inTangent Start tangent of the animation curve
  27801. * @param gradient Scalar amount to interpolate
  27802. * @returns Interpolated scalar value
  27803. */
  27804. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27805. /**
  27806. * Interpolates a quaternion using a spherical linear interpolation
  27807. * @param startValue Start value of the animation curve
  27808. * @param endValue End value of the animation curve
  27809. * @param gradient Scalar amount to interpolate
  27810. * @returns Interpolated quaternion value
  27811. */
  27812. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27813. /**
  27814. * Interpolates a quaternion cubically
  27815. * @param startValue Start value of the animation curve
  27816. * @param outTangent End tangent of the animation curve
  27817. * @param endValue End value of the animation curve
  27818. * @param inTangent Start tangent of the animation curve
  27819. * @param gradient Scalar amount to interpolate
  27820. * @returns Interpolated quaternion value
  27821. */
  27822. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27823. /**
  27824. * Interpolates a Vector3 linearl
  27825. * @param startValue Start value of the animation curve
  27826. * @param endValue End value of the animation curve
  27827. * @param gradient Scalar amount to interpolate
  27828. * @returns Interpolated scalar value
  27829. */
  27830. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27831. /**
  27832. * Interpolates a Vector3 cubically
  27833. * @param startValue Start value of the animation curve
  27834. * @param outTangent End tangent of the animation
  27835. * @param endValue End value of the animation curve
  27836. * @param inTangent Start tangent of the animation curve
  27837. * @param gradient Scalar amount to interpolate
  27838. * @returns InterpolatedVector3 value
  27839. */
  27840. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27841. /**
  27842. * Interpolates a Vector2 linearly
  27843. * @param startValue Start value of the animation curve
  27844. * @param endValue End value of the animation curve
  27845. * @param gradient Scalar amount to interpolate
  27846. * @returns Interpolated Vector2 value
  27847. */
  27848. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27849. /**
  27850. * Interpolates a Vector2 cubically
  27851. * @param startValue Start value of the animation curve
  27852. * @param outTangent End tangent of the animation
  27853. * @param endValue End value of the animation curve
  27854. * @param inTangent Start tangent of the animation curve
  27855. * @param gradient Scalar amount to interpolate
  27856. * @returns Interpolated Vector2 value
  27857. */
  27858. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27859. /**
  27860. * Interpolates a size linearly
  27861. * @param startValue Start value of the animation curve
  27862. * @param endValue End value of the animation curve
  27863. * @param gradient Scalar amount to interpolate
  27864. * @returns Interpolated Size value
  27865. */
  27866. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27867. /**
  27868. * Interpolates a Color3 linearly
  27869. * @param startValue Start value of the animation curve
  27870. * @param endValue End value of the animation curve
  27871. * @param gradient Scalar amount to interpolate
  27872. * @returns Interpolated Color3 value
  27873. */
  27874. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27875. /**
  27876. * @hidden Internal use only
  27877. */
  27878. _getKeyValue(value: any): any;
  27879. /**
  27880. * @hidden Internal use only
  27881. */
  27882. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27883. /**
  27884. * Defines the function to use to interpolate matrices
  27885. * @param startValue defines the start matrix
  27886. * @param endValue defines the end matrix
  27887. * @param gradient defines the gradient between both matrices
  27888. * @param result defines an optional target matrix where to store the interpolation
  27889. * @returns the interpolated matrix
  27890. */
  27891. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27892. /**
  27893. * Makes a copy of the animation
  27894. * @returns Cloned animation
  27895. */
  27896. clone(): Animation;
  27897. /**
  27898. * Sets the key frames of the animation
  27899. * @param values The animation key frames to set
  27900. */
  27901. setKeys(values: Array<IAnimationKey>): void;
  27902. /**
  27903. * Serializes the animation to an object
  27904. * @returns Serialized object
  27905. */
  27906. serialize(): any;
  27907. /**
  27908. * Float animation type
  27909. */
  27910. private static _ANIMATIONTYPE_FLOAT;
  27911. /**
  27912. * Vector3 animation type
  27913. */
  27914. private static _ANIMATIONTYPE_VECTOR3;
  27915. /**
  27916. * Quaternion animation type
  27917. */
  27918. private static _ANIMATIONTYPE_QUATERNION;
  27919. /**
  27920. * Matrix animation type
  27921. */
  27922. private static _ANIMATIONTYPE_MATRIX;
  27923. /**
  27924. * Color3 animation type
  27925. */
  27926. private static _ANIMATIONTYPE_COLOR3;
  27927. /**
  27928. * Vector2 animation type
  27929. */
  27930. private static _ANIMATIONTYPE_VECTOR2;
  27931. /**
  27932. * Size animation type
  27933. */
  27934. private static _ANIMATIONTYPE_SIZE;
  27935. /**
  27936. * Relative Loop Mode
  27937. */
  27938. private static _ANIMATIONLOOPMODE_RELATIVE;
  27939. /**
  27940. * Cycle Loop Mode
  27941. */
  27942. private static _ANIMATIONLOOPMODE_CYCLE;
  27943. /**
  27944. * Constant Loop Mode
  27945. */
  27946. private static _ANIMATIONLOOPMODE_CONSTANT;
  27947. /**
  27948. * Get the float animation type
  27949. */
  27950. static readonly ANIMATIONTYPE_FLOAT: number;
  27951. /**
  27952. * Get the Vector3 animation type
  27953. */
  27954. static readonly ANIMATIONTYPE_VECTOR3: number;
  27955. /**
  27956. * Get the Vector2 animation type
  27957. */
  27958. static readonly ANIMATIONTYPE_VECTOR2: number;
  27959. /**
  27960. * Get the Size animation type
  27961. */
  27962. static readonly ANIMATIONTYPE_SIZE: number;
  27963. /**
  27964. * Get the Quaternion animation type
  27965. */
  27966. static readonly ANIMATIONTYPE_QUATERNION: number;
  27967. /**
  27968. * Get the Matrix animation type
  27969. */
  27970. static readonly ANIMATIONTYPE_MATRIX: number;
  27971. /**
  27972. * Get the Color3 animation type
  27973. */
  27974. static readonly ANIMATIONTYPE_COLOR3: number;
  27975. /**
  27976. * Get the Relative Loop Mode
  27977. */
  27978. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  27979. /**
  27980. * Get the Cycle Loop Mode
  27981. */
  27982. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  27983. /**
  27984. * Get the Constant Loop Mode
  27985. */
  27986. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  27987. /** @hidden */
  27988. static _UniversalLerp(left: any, right: any, amount: number): any;
  27989. /**
  27990. * Parses an animation object and creates an animation
  27991. * @param parsedAnimation Parsed animation object
  27992. * @returns Animation object
  27993. */
  27994. static Parse(parsedAnimation: any): Animation;
  27995. /**
  27996. * Appends the serialized animations from the source animations
  27997. * @param source Source containing the animations
  27998. * @param destination Target to store the animations
  27999. */
  28000. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28001. }
  28002. }
  28003. declare module "babylonjs/Animations/animatable.interface" {
  28004. import { Nullable } from "babylonjs/types";
  28005. import { Animation } from "babylonjs/Animations/animation";
  28006. /**
  28007. * Interface containing an array of animations
  28008. */
  28009. export interface IAnimatable {
  28010. /**
  28011. * Array of animations
  28012. */
  28013. animations: Nullable<Array<Animation>>;
  28014. }
  28015. }
  28016. declare module "babylonjs/Materials/fresnelParameters" {
  28017. import { Color3 } from "babylonjs/Maths/math.color";
  28018. /**
  28019. * This represents all the required information to add a fresnel effect on a material:
  28020. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28021. */
  28022. export class FresnelParameters {
  28023. private _isEnabled;
  28024. /**
  28025. * Define if the fresnel effect is enable or not.
  28026. */
  28027. isEnabled: boolean;
  28028. /**
  28029. * Define the color used on edges (grazing angle)
  28030. */
  28031. leftColor: Color3;
  28032. /**
  28033. * Define the color used on center
  28034. */
  28035. rightColor: Color3;
  28036. /**
  28037. * Define bias applied to computed fresnel term
  28038. */
  28039. bias: number;
  28040. /**
  28041. * Defined the power exponent applied to fresnel term
  28042. */
  28043. power: number;
  28044. /**
  28045. * Clones the current fresnel and its valuues
  28046. * @returns a clone fresnel configuration
  28047. */
  28048. clone(): FresnelParameters;
  28049. /**
  28050. * Serializes the current fresnel parameters to a JSON representation.
  28051. * @return the JSON serialization
  28052. */
  28053. serialize(): any;
  28054. /**
  28055. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28056. * @param parsedFresnelParameters Define the JSON representation
  28057. * @returns the parsed parameters
  28058. */
  28059. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28060. }
  28061. }
  28062. declare module "babylonjs/Misc/decorators" {
  28063. import { Nullable } from "babylonjs/types";
  28064. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28065. import { Scene } from "babylonjs/scene";
  28066. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28067. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28068. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28069. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28070. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28071. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28072. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28073. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28074. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28075. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28076. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28077. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28078. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28079. /**
  28080. * Decorator used to define property that can be serialized as reference to a camera
  28081. * @param sourceName defines the name of the property to decorate
  28082. */
  28083. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28084. /**
  28085. * Class used to help serialization objects
  28086. */
  28087. export class SerializationHelper {
  28088. /** @hidden */
  28089. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28090. /** @hidden */
  28091. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28092. /** @hidden */
  28093. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28094. /** @hidden */
  28095. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28096. /**
  28097. * Appends the serialized animations from the source animations
  28098. * @param source Source containing the animations
  28099. * @param destination Target to store the animations
  28100. */
  28101. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28102. /**
  28103. * Static function used to serialized a specific entity
  28104. * @param entity defines the entity to serialize
  28105. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28106. * @returns a JSON compatible object representing the serialization of the entity
  28107. */
  28108. static Serialize<T>(entity: T, serializationObject?: any): any;
  28109. /**
  28110. * Creates a new entity from a serialization data object
  28111. * @param creationFunction defines a function used to instanciated the new entity
  28112. * @param source defines the source serialization data
  28113. * @param scene defines the hosting scene
  28114. * @param rootUrl defines the root url for resources
  28115. * @returns a new entity
  28116. */
  28117. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28118. /**
  28119. * Clones an object
  28120. * @param creationFunction defines the function used to instanciate the new object
  28121. * @param source defines the source object
  28122. * @returns the cloned object
  28123. */
  28124. static Clone<T>(creationFunction: () => T, source: T): T;
  28125. /**
  28126. * Instanciates a new object based on a source one (some data will be shared between both object)
  28127. * @param creationFunction defines the function used to instanciate the new object
  28128. * @param source defines the source object
  28129. * @returns the new object
  28130. */
  28131. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28132. }
  28133. }
  28134. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28135. import { Nullable } from "babylonjs/types";
  28136. /**
  28137. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28138. */
  28139. export interface CubeMapInfo {
  28140. /**
  28141. * The pixel array for the front face.
  28142. * This is stored in format, left to right, up to down format.
  28143. */
  28144. front: Nullable<ArrayBufferView>;
  28145. /**
  28146. * The pixel array for the back face.
  28147. * This is stored in format, left to right, up to down format.
  28148. */
  28149. back: Nullable<ArrayBufferView>;
  28150. /**
  28151. * The pixel array for the left face.
  28152. * This is stored in format, left to right, up to down format.
  28153. */
  28154. left: Nullable<ArrayBufferView>;
  28155. /**
  28156. * The pixel array for the right face.
  28157. * This is stored in format, left to right, up to down format.
  28158. */
  28159. right: Nullable<ArrayBufferView>;
  28160. /**
  28161. * The pixel array for the up face.
  28162. * This is stored in format, left to right, up to down format.
  28163. */
  28164. up: Nullable<ArrayBufferView>;
  28165. /**
  28166. * The pixel array for the down face.
  28167. * This is stored in format, left to right, up to down format.
  28168. */
  28169. down: Nullable<ArrayBufferView>;
  28170. /**
  28171. * The size of the cubemap stored.
  28172. *
  28173. * Each faces will be size * size pixels.
  28174. */
  28175. size: number;
  28176. /**
  28177. * The format of the texture.
  28178. *
  28179. * RGBA, RGB.
  28180. */
  28181. format: number;
  28182. /**
  28183. * The type of the texture data.
  28184. *
  28185. * UNSIGNED_INT, FLOAT.
  28186. */
  28187. type: number;
  28188. /**
  28189. * Specifies whether the texture is in gamma space.
  28190. */
  28191. gammaSpace: boolean;
  28192. }
  28193. /**
  28194. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28195. */
  28196. export class PanoramaToCubeMapTools {
  28197. private static FACE_FRONT;
  28198. private static FACE_BACK;
  28199. private static FACE_RIGHT;
  28200. private static FACE_LEFT;
  28201. private static FACE_DOWN;
  28202. private static FACE_UP;
  28203. /**
  28204. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28205. *
  28206. * @param float32Array The source data.
  28207. * @param inputWidth The width of the input panorama.
  28208. * @param inputHeight The height of the input panorama.
  28209. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28210. * @return The cubemap data
  28211. */
  28212. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28213. private static CreateCubemapTexture;
  28214. private static CalcProjectionSpherical;
  28215. }
  28216. }
  28217. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28218. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28219. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28220. import { Nullable } from "babylonjs/types";
  28221. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28222. /**
  28223. * Helper class dealing with the extraction of spherical polynomial dataArray
  28224. * from a cube map.
  28225. */
  28226. export class CubeMapToSphericalPolynomialTools {
  28227. private static FileFaces;
  28228. /**
  28229. * Converts a texture to the according Spherical Polynomial data.
  28230. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28231. *
  28232. * @param texture The texture to extract the information from.
  28233. * @return The Spherical Polynomial data.
  28234. */
  28235. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28236. /**
  28237. * Converts a cubemap to the according Spherical Polynomial data.
  28238. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28239. *
  28240. * @param cubeInfo The Cube map to extract the information from.
  28241. * @return The Spherical Polynomial data.
  28242. */
  28243. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/guid" {
  28247. /**
  28248. * Class used to manipulate GUIDs
  28249. */
  28250. export class GUID {
  28251. /**
  28252. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28253. * Be aware Math.random() could cause collisions, but:
  28254. * "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"
  28255. * @returns a pseudo random id
  28256. */
  28257. static RandomId(): string;
  28258. }
  28259. }
  28260. declare module "babylonjs/Materials/Textures/baseTexture" {
  28261. import { Observable } from "babylonjs/Misc/observable";
  28262. import { Nullable } from "babylonjs/types";
  28263. import { Scene } from "babylonjs/scene";
  28264. import { Matrix } from "babylonjs/Maths/math.vector";
  28265. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28266. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28267. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28268. import { ISize } from "babylonjs/Maths/math.size";
  28269. /**
  28270. * Base class of all the textures in babylon.
  28271. * It groups all the common properties the materials, post process, lights... might need
  28272. * in order to make a correct use of the texture.
  28273. */
  28274. export class BaseTexture implements IAnimatable {
  28275. /**
  28276. * Default anisotropic filtering level for the application.
  28277. * It is set to 4 as a good tradeoff between perf and quality.
  28278. */
  28279. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28280. /**
  28281. * Gets or sets the unique id of the texture
  28282. */
  28283. uniqueId: number;
  28284. /**
  28285. * Define the name of the texture.
  28286. */
  28287. name: string;
  28288. /**
  28289. * Gets or sets an object used to store user defined information.
  28290. */
  28291. metadata: any;
  28292. /**
  28293. * For internal use only. Please do not use.
  28294. */
  28295. reservedDataStore: any;
  28296. private _hasAlpha;
  28297. /**
  28298. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28299. */
  28300. hasAlpha: boolean;
  28301. /**
  28302. * Defines if the alpha value should be determined via the rgb values.
  28303. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28304. */
  28305. getAlphaFromRGB: boolean;
  28306. /**
  28307. * Intensity or strength of the texture.
  28308. * It is commonly used by materials to fine tune the intensity of the texture
  28309. */
  28310. level: number;
  28311. /**
  28312. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28313. * This is part of the texture as textures usually maps to one uv set.
  28314. */
  28315. coordinatesIndex: number;
  28316. private _coordinatesMode;
  28317. /**
  28318. * How a texture is mapped.
  28319. *
  28320. * | Value | Type | Description |
  28321. * | ----- | ----------------------------------- | ----------- |
  28322. * | 0 | EXPLICIT_MODE | |
  28323. * | 1 | SPHERICAL_MODE | |
  28324. * | 2 | PLANAR_MODE | |
  28325. * | 3 | CUBIC_MODE | |
  28326. * | 4 | PROJECTION_MODE | |
  28327. * | 5 | SKYBOX_MODE | |
  28328. * | 6 | INVCUBIC_MODE | |
  28329. * | 7 | EQUIRECTANGULAR_MODE | |
  28330. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28331. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28332. */
  28333. coordinatesMode: number;
  28334. /**
  28335. * | Value | Type | Description |
  28336. * | ----- | ------------------ | ----------- |
  28337. * | 0 | CLAMP_ADDRESSMODE | |
  28338. * | 1 | WRAP_ADDRESSMODE | |
  28339. * | 2 | MIRROR_ADDRESSMODE | |
  28340. */
  28341. wrapU: number;
  28342. /**
  28343. * | Value | Type | Description |
  28344. * | ----- | ------------------ | ----------- |
  28345. * | 0 | CLAMP_ADDRESSMODE | |
  28346. * | 1 | WRAP_ADDRESSMODE | |
  28347. * | 2 | MIRROR_ADDRESSMODE | |
  28348. */
  28349. wrapV: number;
  28350. /**
  28351. * | Value | Type | Description |
  28352. * | ----- | ------------------ | ----------- |
  28353. * | 0 | CLAMP_ADDRESSMODE | |
  28354. * | 1 | WRAP_ADDRESSMODE | |
  28355. * | 2 | MIRROR_ADDRESSMODE | |
  28356. */
  28357. wrapR: number;
  28358. /**
  28359. * With compliant hardware and browser (supporting anisotropic filtering)
  28360. * this defines the level of anisotropic filtering in the texture.
  28361. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28362. */
  28363. anisotropicFilteringLevel: number;
  28364. /**
  28365. * Define if the texture is a cube texture or if false a 2d texture.
  28366. */
  28367. isCube: boolean;
  28368. /**
  28369. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28370. */
  28371. is3D: boolean;
  28372. /**
  28373. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28374. * HDR texture are usually stored in linear space.
  28375. * This only impacts the PBR and Background materials
  28376. */
  28377. gammaSpace: boolean;
  28378. /**
  28379. * Gets whether or not the texture contains RGBD data.
  28380. */
  28381. readonly isRGBD: boolean;
  28382. /**
  28383. * Is Z inverted in the texture (useful in a cube texture).
  28384. */
  28385. invertZ: boolean;
  28386. /**
  28387. * Are mip maps generated for this texture or not.
  28388. */
  28389. readonly noMipmap: boolean;
  28390. /**
  28391. * @hidden
  28392. */
  28393. lodLevelInAlpha: boolean;
  28394. /**
  28395. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28396. */
  28397. lodGenerationOffset: number;
  28398. /**
  28399. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28400. */
  28401. lodGenerationScale: number;
  28402. /**
  28403. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28404. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28405. * average roughness values.
  28406. */
  28407. linearSpecularLOD: boolean;
  28408. /**
  28409. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28410. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28411. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28412. */
  28413. irradianceTexture: Nullable<BaseTexture>;
  28414. /**
  28415. * Define if the texture is a render target.
  28416. */
  28417. isRenderTarget: boolean;
  28418. /**
  28419. * Define the unique id of the texture in the scene.
  28420. */
  28421. readonly uid: string;
  28422. /**
  28423. * Return a string representation of the texture.
  28424. * @returns the texture as a string
  28425. */
  28426. toString(): string;
  28427. /**
  28428. * Get the class name of the texture.
  28429. * @returns "BaseTexture"
  28430. */
  28431. getClassName(): string;
  28432. /**
  28433. * Define the list of animation attached to the texture.
  28434. */
  28435. animations: import("babylonjs/Animations/animation").Animation[];
  28436. /**
  28437. * An event triggered when the texture is disposed.
  28438. */
  28439. onDisposeObservable: Observable<BaseTexture>;
  28440. private _onDisposeObserver;
  28441. /**
  28442. * Callback triggered when the texture has been disposed.
  28443. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28444. */
  28445. onDispose: () => void;
  28446. /**
  28447. * Define the current state of the loading sequence when in delayed load mode.
  28448. */
  28449. delayLoadState: number;
  28450. private _scene;
  28451. /** @hidden */
  28452. _texture: Nullable<InternalTexture>;
  28453. private _uid;
  28454. /**
  28455. * Define if the texture is preventinga material to render or not.
  28456. * If not and the texture is not ready, the engine will use a default black texture instead.
  28457. */
  28458. readonly isBlocking: boolean;
  28459. /**
  28460. * Instantiates a new BaseTexture.
  28461. * Base class of all the textures in babylon.
  28462. * It groups all the common properties the materials, post process, lights... might need
  28463. * in order to make a correct use of the texture.
  28464. * @param scene Define the scene the texture blongs to
  28465. */
  28466. constructor(scene: Nullable<Scene>);
  28467. /**
  28468. * Get the scene the texture belongs to.
  28469. * @returns the scene or null if undefined
  28470. */
  28471. getScene(): Nullable<Scene>;
  28472. /**
  28473. * Get the texture transform matrix used to offset tile the texture for istance.
  28474. * @returns the transformation matrix
  28475. */
  28476. getTextureMatrix(): Matrix;
  28477. /**
  28478. * Get the texture reflection matrix used to rotate/transform the reflection.
  28479. * @returns the reflection matrix
  28480. */
  28481. getReflectionTextureMatrix(): Matrix;
  28482. /**
  28483. * Get the underlying lower level texture from Babylon.
  28484. * @returns the insternal texture
  28485. */
  28486. getInternalTexture(): Nullable<InternalTexture>;
  28487. /**
  28488. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28489. * @returns true if ready or not blocking
  28490. */
  28491. isReadyOrNotBlocking(): boolean;
  28492. /**
  28493. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28494. * @returns true if fully ready
  28495. */
  28496. isReady(): boolean;
  28497. private _cachedSize;
  28498. /**
  28499. * Get the size of the texture.
  28500. * @returns the texture size.
  28501. */
  28502. getSize(): ISize;
  28503. /**
  28504. * Get the base size of the texture.
  28505. * It can be different from the size if the texture has been resized for POT for instance
  28506. * @returns the base size
  28507. */
  28508. getBaseSize(): ISize;
  28509. /**
  28510. * Update the sampling mode of the texture.
  28511. * Default is Trilinear mode.
  28512. *
  28513. * | Value | Type | Description |
  28514. * | ----- | ------------------ | ----------- |
  28515. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28516. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28517. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28518. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28519. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28520. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28521. * | 7 | NEAREST_LINEAR | |
  28522. * | 8 | NEAREST_NEAREST | |
  28523. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28524. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28525. * | 11 | LINEAR_LINEAR | |
  28526. * | 12 | LINEAR_NEAREST | |
  28527. *
  28528. * > _mag_: magnification filter (close to the viewer)
  28529. * > _min_: minification filter (far from the viewer)
  28530. * > _mip_: filter used between mip map levels
  28531. *@param samplingMode Define the new sampling mode of the texture
  28532. */
  28533. updateSamplingMode(samplingMode: number): void;
  28534. /**
  28535. * Scales the texture if is `canRescale()`
  28536. * @param ratio the resize factor we want to use to rescale
  28537. */
  28538. scale(ratio: number): void;
  28539. /**
  28540. * Get if the texture can rescale.
  28541. */
  28542. readonly canRescale: boolean;
  28543. /** @hidden */
  28544. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28545. /** @hidden */
  28546. _rebuild(): void;
  28547. /**
  28548. * Triggers the load sequence in delayed load mode.
  28549. */
  28550. delayLoad(): void;
  28551. /**
  28552. * Clones the texture.
  28553. * @returns the cloned texture
  28554. */
  28555. clone(): Nullable<BaseTexture>;
  28556. /**
  28557. * Get the texture underlying type (INT, FLOAT...)
  28558. */
  28559. readonly textureType: number;
  28560. /**
  28561. * Get the texture underlying format (RGB, RGBA...)
  28562. */
  28563. readonly textureFormat: number;
  28564. /**
  28565. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28566. * This will returns an RGBA array buffer containing either in values (0-255) or
  28567. * float values (0-1) depending of the underlying buffer type.
  28568. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28569. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28570. * @param buffer defines a user defined buffer to fill with data (can be null)
  28571. * @returns The Array buffer containing the pixels data.
  28572. */
  28573. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28574. /**
  28575. * Release and destroy the underlying lower level texture aka internalTexture.
  28576. */
  28577. releaseInternalTexture(): void;
  28578. /**
  28579. * Get the polynomial representation of the texture data.
  28580. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28581. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28582. */
  28583. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28584. /** @hidden */
  28585. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28586. /** @hidden */
  28587. readonly _lodTextureMid: Nullable<BaseTexture>;
  28588. /** @hidden */
  28589. readonly _lodTextureLow: Nullable<BaseTexture>;
  28590. /**
  28591. * Dispose the texture and release its associated resources.
  28592. */
  28593. dispose(): void;
  28594. /**
  28595. * Serialize the texture into a JSON representation that can be parsed later on.
  28596. * @returns the JSON representation of the texture
  28597. */
  28598. serialize(): any;
  28599. /**
  28600. * Helper function to be called back once a list of texture contains only ready textures.
  28601. * @param textures Define the list of textures to wait for
  28602. * @param callback Define the callback triggered once the entire list will be ready
  28603. */
  28604. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28605. }
  28606. }
  28607. declare module "babylonjs/Materials/Textures/internalTexture" {
  28608. import { Observable } from "babylonjs/Misc/observable";
  28609. import { Nullable, int } from "babylonjs/types";
  28610. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28611. import { Engine } from "babylonjs/Engines/engine";
  28612. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28613. /**
  28614. * Class used to store data associated with WebGL texture data for the engine
  28615. * This class should not be used directly
  28616. */
  28617. export class InternalTexture {
  28618. /** @hidden */
  28619. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28620. /**
  28621. * The source of the texture data is unknown
  28622. */
  28623. static DATASOURCE_UNKNOWN: number;
  28624. /**
  28625. * Texture data comes from an URL
  28626. */
  28627. static DATASOURCE_URL: number;
  28628. /**
  28629. * Texture data is only used for temporary storage
  28630. */
  28631. static DATASOURCE_TEMP: number;
  28632. /**
  28633. * Texture data comes from raw data (ArrayBuffer)
  28634. */
  28635. static DATASOURCE_RAW: number;
  28636. /**
  28637. * Texture content is dynamic (video or dynamic texture)
  28638. */
  28639. static DATASOURCE_DYNAMIC: number;
  28640. /**
  28641. * Texture content is generated by rendering to it
  28642. */
  28643. static DATASOURCE_RENDERTARGET: number;
  28644. /**
  28645. * Texture content is part of a multi render target process
  28646. */
  28647. static DATASOURCE_MULTIRENDERTARGET: number;
  28648. /**
  28649. * Texture data comes from a cube data file
  28650. */
  28651. static DATASOURCE_CUBE: number;
  28652. /**
  28653. * Texture data comes from a raw cube data
  28654. */
  28655. static DATASOURCE_CUBERAW: number;
  28656. /**
  28657. * Texture data come from a prefiltered cube data file
  28658. */
  28659. static DATASOURCE_CUBEPREFILTERED: number;
  28660. /**
  28661. * Texture content is raw 3D data
  28662. */
  28663. static DATASOURCE_RAW3D: number;
  28664. /**
  28665. * Texture content is a depth texture
  28666. */
  28667. static DATASOURCE_DEPTHTEXTURE: number;
  28668. /**
  28669. * Texture data comes from a raw cube data encoded with RGBD
  28670. */
  28671. static DATASOURCE_CUBERAW_RGBD: number;
  28672. /**
  28673. * Defines if the texture is ready
  28674. */
  28675. isReady: boolean;
  28676. /**
  28677. * Defines if the texture is a cube texture
  28678. */
  28679. isCube: boolean;
  28680. /**
  28681. * Defines if the texture contains 3D data
  28682. */
  28683. is3D: boolean;
  28684. /**
  28685. * Defines if the texture contains multiview data
  28686. */
  28687. isMultiview: boolean;
  28688. /**
  28689. * Gets the URL used to load this texture
  28690. */
  28691. url: string;
  28692. /**
  28693. * Gets the sampling mode of the texture
  28694. */
  28695. samplingMode: number;
  28696. /**
  28697. * Gets a boolean indicating if the texture needs mipmaps generation
  28698. */
  28699. generateMipMaps: boolean;
  28700. /**
  28701. * Gets the number of samples used by the texture (WebGL2+ only)
  28702. */
  28703. samples: number;
  28704. /**
  28705. * Gets the type of the texture (int, float...)
  28706. */
  28707. type: number;
  28708. /**
  28709. * Gets the format of the texture (RGB, RGBA...)
  28710. */
  28711. format: number;
  28712. /**
  28713. * Observable called when the texture is loaded
  28714. */
  28715. onLoadedObservable: Observable<InternalTexture>;
  28716. /**
  28717. * Gets the width of the texture
  28718. */
  28719. width: number;
  28720. /**
  28721. * Gets the height of the texture
  28722. */
  28723. height: number;
  28724. /**
  28725. * Gets the depth of the texture
  28726. */
  28727. depth: number;
  28728. /**
  28729. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28730. */
  28731. baseWidth: number;
  28732. /**
  28733. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28734. */
  28735. baseHeight: number;
  28736. /**
  28737. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28738. */
  28739. baseDepth: number;
  28740. /**
  28741. * Gets a boolean indicating if the texture is inverted on Y axis
  28742. */
  28743. invertY: boolean;
  28744. /** @hidden */
  28745. _invertVScale: boolean;
  28746. /** @hidden */
  28747. _associatedChannel: number;
  28748. /** @hidden */
  28749. _dataSource: number;
  28750. /** @hidden */
  28751. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28752. /** @hidden */
  28753. _bufferView: Nullable<ArrayBufferView>;
  28754. /** @hidden */
  28755. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28756. /** @hidden */
  28757. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28758. /** @hidden */
  28759. _size: number;
  28760. /** @hidden */
  28761. _extension: string;
  28762. /** @hidden */
  28763. _files: Nullable<string[]>;
  28764. /** @hidden */
  28765. _workingCanvas: Nullable<HTMLCanvasElement>;
  28766. /** @hidden */
  28767. _workingContext: Nullable<CanvasRenderingContext2D>;
  28768. /** @hidden */
  28769. _framebuffer: Nullable<WebGLFramebuffer>;
  28770. /** @hidden */
  28771. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28772. /** @hidden */
  28773. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28774. /** @hidden */
  28775. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28776. /** @hidden */
  28777. _attachments: Nullable<number[]>;
  28778. /** @hidden */
  28779. _cachedCoordinatesMode: Nullable<number>;
  28780. /** @hidden */
  28781. _cachedWrapU: Nullable<number>;
  28782. /** @hidden */
  28783. _cachedWrapV: Nullable<number>;
  28784. /** @hidden */
  28785. _cachedWrapR: Nullable<number>;
  28786. /** @hidden */
  28787. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28788. /** @hidden */
  28789. _isDisabled: boolean;
  28790. /** @hidden */
  28791. _compression: Nullable<string>;
  28792. /** @hidden */
  28793. _generateStencilBuffer: boolean;
  28794. /** @hidden */
  28795. _generateDepthBuffer: boolean;
  28796. /** @hidden */
  28797. _comparisonFunction: number;
  28798. /** @hidden */
  28799. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28800. /** @hidden */
  28801. _lodGenerationScale: number;
  28802. /** @hidden */
  28803. _lodGenerationOffset: number;
  28804. /** @hidden */
  28805. _colorTextureArray: Nullable<WebGLTexture>;
  28806. /** @hidden */
  28807. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28808. /** @hidden */
  28809. _lodTextureHigh: Nullable<BaseTexture>;
  28810. /** @hidden */
  28811. _lodTextureMid: Nullable<BaseTexture>;
  28812. /** @hidden */
  28813. _lodTextureLow: Nullable<BaseTexture>;
  28814. /** @hidden */
  28815. _isRGBD: boolean;
  28816. /** @hidden */
  28817. _linearSpecularLOD: boolean;
  28818. /** @hidden */
  28819. _irradianceTexture: Nullable<BaseTexture>;
  28820. /** @hidden */
  28821. _webGLTexture: Nullable<WebGLTexture>;
  28822. /** @hidden */
  28823. _references: number;
  28824. private _engine;
  28825. /**
  28826. * Gets the Engine the texture belongs to.
  28827. * @returns The babylon engine
  28828. */
  28829. getEngine(): Engine;
  28830. /**
  28831. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28832. */
  28833. readonly dataSource: number;
  28834. /**
  28835. * Creates a new InternalTexture
  28836. * @param engine defines the engine to use
  28837. * @param dataSource defines the type of data that will be used
  28838. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28839. */
  28840. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28841. /**
  28842. * Increments the number of references (ie. the number of Texture that point to it)
  28843. */
  28844. incrementReferences(): void;
  28845. /**
  28846. * Change the size of the texture (not the size of the content)
  28847. * @param width defines the new width
  28848. * @param height defines the new height
  28849. * @param depth defines the new depth (1 by default)
  28850. */
  28851. updateSize(width: int, height: int, depth?: int): void;
  28852. /** @hidden */
  28853. _rebuild(): void;
  28854. /** @hidden */
  28855. _swapAndDie(target: InternalTexture): void;
  28856. /**
  28857. * Dispose the current allocated resources
  28858. */
  28859. dispose(): void;
  28860. }
  28861. }
  28862. declare module "babylonjs/Materials/effect" {
  28863. import { Observable } from "babylonjs/Misc/observable";
  28864. import { Nullable } from "babylonjs/types";
  28865. import { IDisposable } from "babylonjs/scene";
  28866. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28867. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28868. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28869. import { Engine } from "babylonjs/Engines/engine";
  28870. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28871. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28872. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28873. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28875. /**
  28876. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28877. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28878. */
  28879. export class EffectFallbacks {
  28880. private _defines;
  28881. private _currentRank;
  28882. private _maxRank;
  28883. private _mesh;
  28884. /**
  28885. * Removes the fallback from the bound mesh.
  28886. */
  28887. unBindMesh(): void;
  28888. /**
  28889. * Adds a fallback on the specified property.
  28890. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28891. * @param define The name of the define in the shader
  28892. */
  28893. addFallback(rank: number, define: string): void;
  28894. /**
  28895. * Sets the mesh to use CPU skinning when needing to fallback.
  28896. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28897. * @param mesh The mesh to use the fallbacks.
  28898. */
  28899. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28900. /**
  28901. * Checks to see if more fallbacks are still availible.
  28902. */
  28903. readonly isMoreFallbacks: boolean;
  28904. /**
  28905. * Removes the defines that should be removed when falling back.
  28906. * @param currentDefines defines the current define statements for the shader.
  28907. * @param effect defines the current effect we try to compile
  28908. * @returns The resulting defines with defines of the current rank removed.
  28909. */
  28910. reduce(currentDefines: string, effect: Effect): string;
  28911. }
  28912. /**
  28913. * Options to be used when creating an effect.
  28914. */
  28915. export class EffectCreationOptions {
  28916. /**
  28917. * Atrributes that will be used in the shader.
  28918. */
  28919. attributes: string[];
  28920. /**
  28921. * Uniform varible names that will be set in the shader.
  28922. */
  28923. uniformsNames: string[];
  28924. /**
  28925. * Uniform buffer varible names that will be set in the shader.
  28926. */
  28927. uniformBuffersNames: string[];
  28928. /**
  28929. * Sampler texture variable names that will be set in the shader.
  28930. */
  28931. samplers: string[];
  28932. /**
  28933. * Define statements that will be set in the shader.
  28934. */
  28935. defines: any;
  28936. /**
  28937. * Possible fallbacks for this effect to improve performance when needed.
  28938. */
  28939. fallbacks: Nullable<EffectFallbacks>;
  28940. /**
  28941. * Callback that will be called when the shader is compiled.
  28942. */
  28943. onCompiled: Nullable<(effect: Effect) => void>;
  28944. /**
  28945. * Callback that will be called if an error occurs during shader compilation.
  28946. */
  28947. onError: Nullable<(effect: Effect, errors: string) => void>;
  28948. /**
  28949. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28950. */
  28951. indexParameters: any;
  28952. /**
  28953. * Max number of lights that can be used in the shader.
  28954. */
  28955. maxSimultaneousLights: number;
  28956. /**
  28957. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28958. */
  28959. transformFeedbackVaryings: Nullable<string[]>;
  28960. }
  28961. /**
  28962. * Effect containing vertex and fragment shader that can be executed on an object.
  28963. */
  28964. export class Effect implements IDisposable {
  28965. /**
  28966. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28967. */
  28968. static ShadersRepository: string;
  28969. /**
  28970. * Name of the effect.
  28971. */
  28972. name: any;
  28973. /**
  28974. * String container all the define statements that should be set on the shader.
  28975. */
  28976. defines: string;
  28977. /**
  28978. * Callback that will be called when the shader is compiled.
  28979. */
  28980. onCompiled: Nullable<(effect: Effect) => void>;
  28981. /**
  28982. * Callback that will be called if an error occurs during shader compilation.
  28983. */
  28984. onError: Nullable<(effect: Effect, errors: string) => void>;
  28985. /**
  28986. * Callback that will be called when effect is bound.
  28987. */
  28988. onBind: Nullable<(effect: Effect) => void>;
  28989. /**
  28990. * Unique ID of the effect.
  28991. */
  28992. uniqueId: number;
  28993. /**
  28994. * Observable that will be called when the shader is compiled.
  28995. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  28996. */
  28997. onCompileObservable: Observable<Effect>;
  28998. /**
  28999. * Observable that will be called if an error occurs during shader compilation.
  29000. */
  29001. onErrorObservable: Observable<Effect>;
  29002. /** @hidden */
  29003. _onBindObservable: Nullable<Observable<Effect>>;
  29004. /**
  29005. * Observable that will be called when effect is bound.
  29006. */
  29007. readonly onBindObservable: Observable<Effect>;
  29008. /** @hidden */
  29009. _bonesComputationForcedToCPU: boolean;
  29010. private static _uniqueIdSeed;
  29011. private _engine;
  29012. private _uniformBuffersNames;
  29013. private _uniformsNames;
  29014. private _samplerList;
  29015. private _samplers;
  29016. private _isReady;
  29017. private _compilationError;
  29018. private _attributesNames;
  29019. private _attributes;
  29020. private _uniforms;
  29021. /**
  29022. * Key for the effect.
  29023. * @hidden
  29024. */
  29025. _key: string;
  29026. private _indexParameters;
  29027. private _fallbacks;
  29028. private _vertexSourceCode;
  29029. private _fragmentSourceCode;
  29030. private _vertexSourceCodeOverride;
  29031. private _fragmentSourceCodeOverride;
  29032. private _transformFeedbackVaryings;
  29033. /**
  29034. * Compiled shader to webGL program.
  29035. * @hidden
  29036. */
  29037. _pipelineContext: Nullable<IPipelineContext>;
  29038. private _valueCache;
  29039. private static _baseCache;
  29040. /**
  29041. * Instantiates an effect.
  29042. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29043. * @param baseName Name of the effect.
  29044. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29045. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29046. * @param samplers List of sampler variables that will be passed to the shader.
  29047. * @param engine Engine to be used to render the effect
  29048. * @param defines Define statements to be added to the shader.
  29049. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29050. * @param onCompiled Callback that will be called when the shader is compiled.
  29051. * @param onError Callback that will be called if an error occurs during shader compilation.
  29052. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29053. */
  29054. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29055. private _useFinalCode;
  29056. /**
  29057. * Unique key for this effect
  29058. */
  29059. readonly key: string;
  29060. /**
  29061. * If the effect has been compiled and prepared.
  29062. * @returns if the effect is compiled and prepared.
  29063. */
  29064. isReady(): boolean;
  29065. /**
  29066. * The engine the effect was initialized with.
  29067. * @returns the engine.
  29068. */
  29069. getEngine(): Engine;
  29070. /**
  29071. * The pipeline context for this effect
  29072. * @returns the associated pipeline context
  29073. */
  29074. getPipelineContext(): Nullable<IPipelineContext>;
  29075. /**
  29076. * The set of names of attribute variables for the shader.
  29077. * @returns An array of attribute names.
  29078. */
  29079. getAttributesNames(): string[];
  29080. /**
  29081. * Returns the attribute at the given index.
  29082. * @param index The index of the attribute.
  29083. * @returns The location of the attribute.
  29084. */
  29085. getAttributeLocation(index: number): number;
  29086. /**
  29087. * Returns the attribute based on the name of the variable.
  29088. * @param name of the attribute to look up.
  29089. * @returns the attribute location.
  29090. */
  29091. getAttributeLocationByName(name: string): number;
  29092. /**
  29093. * The number of attributes.
  29094. * @returns the numnber of attributes.
  29095. */
  29096. getAttributesCount(): number;
  29097. /**
  29098. * Gets the index of a uniform variable.
  29099. * @param uniformName of the uniform to look up.
  29100. * @returns the index.
  29101. */
  29102. getUniformIndex(uniformName: string): number;
  29103. /**
  29104. * Returns the attribute based on the name of the variable.
  29105. * @param uniformName of the uniform to look up.
  29106. * @returns the location of the uniform.
  29107. */
  29108. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29109. /**
  29110. * Returns an array of sampler variable names
  29111. * @returns The array of sampler variable neames.
  29112. */
  29113. getSamplers(): string[];
  29114. /**
  29115. * The error from the last compilation.
  29116. * @returns the error string.
  29117. */
  29118. getCompilationError(): string;
  29119. /**
  29120. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29121. * @param func The callback to be used.
  29122. */
  29123. executeWhenCompiled(func: (effect: Effect) => void): void;
  29124. private _checkIsReady;
  29125. /** @hidden */
  29126. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29127. /** @hidden */
  29128. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29129. /** @hidden */
  29130. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29131. /**
  29132. * Recompiles the webGL program
  29133. * @param vertexSourceCode The source code for the vertex shader.
  29134. * @param fragmentSourceCode The source code for the fragment shader.
  29135. * @param onCompiled Callback called when completed.
  29136. * @param onError Callback called on error.
  29137. * @hidden
  29138. */
  29139. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29140. /**
  29141. * Prepares the effect
  29142. * @hidden
  29143. */
  29144. _prepareEffect(): void;
  29145. /**
  29146. * Checks if the effect is supported. (Must be called after compilation)
  29147. */
  29148. readonly isSupported: boolean;
  29149. /**
  29150. * Binds a texture to the engine to be used as output of the shader.
  29151. * @param channel Name of the output variable.
  29152. * @param texture Texture to bind.
  29153. * @hidden
  29154. */
  29155. _bindTexture(channel: string, texture: InternalTexture): void;
  29156. /**
  29157. * Sets a texture on the engine to be used in the shader.
  29158. * @param channel Name of the sampler variable.
  29159. * @param texture Texture to set.
  29160. */
  29161. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29162. /**
  29163. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29164. * @param channel Name of the sampler variable.
  29165. * @param texture Texture to set.
  29166. */
  29167. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29168. /**
  29169. * Sets an array of textures on the engine to be used in the shader.
  29170. * @param channel Name of the variable.
  29171. * @param textures Textures to set.
  29172. */
  29173. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29174. /**
  29175. * 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)
  29176. * @param channel Name of the sampler variable.
  29177. * @param postProcess Post process to get the input texture from.
  29178. */
  29179. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29180. /**
  29181. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29182. * 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)
  29183. * @param channel Name of the sampler variable.
  29184. * @param postProcess Post process to get the output texture from.
  29185. */
  29186. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29187. /** @hidden */
  29188. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29189. /** @hidden */
  29190. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29191. /** @hidden */
  29192. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29193. /** @hidden */
  29194. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29195. /**
  29196. * Binds a buffer to a uniform.
  29197. * @param buffer Buffer to bind.
  29198. * @param name Name of the uniform variable to bind to.
  29199. */
  29200. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29201. /**
  29202. * Binds block to a uniform.
  29203. * @param blockName Name of the block to bind.
  29204. * @param index Index to bind.
  29205. */
  29206. bindUniformBlock(blockName: string, index: number): void;
  29207. /**
  29208. * Sets an interger value on a uniform variable.
  29209. * @param uniformName Name of the variable.
  29210. * @param value Value to be set.
  29211. * @returns this effect.
  29212. */
  29213. setInt(uniformName: string, value: number): Effect;
  29214. /**
  29215. * Sets an int array on a uniform variable.
  29216. * @param uniformName Name of the variable.
  29217. * @param array array to be set.
  29218. * @returns this effect.
  29219. */
  29220. setIntArray(uniformName: string, array: Int32Array): Effect;
  29221. /**
  29222. * 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)
  29223. * @param uniformName Name of the variable.
  29224. * @param array array to be set.
  29225. * @returns this effect.
  29226. */
  29227. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29228. /**
  29229. * 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)
  29230. * @param uniformName Name of the variable.
  29231. * @param array array to be set.
  29232. * @returns this effect.
  29233. */
  29234. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29235. /**
  29236. * 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)
  29237. * @param uniformName Name of the variable.
  29238. * @param array array to be set.
  29239. * @returns this effect.
  29240. */
  29241. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29242. /**
  29243. * Sets an float array on a uniform variable.
  29244. * @param uniformName Name of the variable.
  29245. * @param array array to be set.
  29246. * @returns this effect.
  29247. */
  29248. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29249. /**
  29250. * 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)
  29251. * @param uniformName Name of the variable.
  29252. * @param array array to be set.
  29253. * @returns this effect.
  29254. */
  29255. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29256. /**
  29257. * 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)
  29258. * @param uniformName Name of the variable.
  29259. * @param array array to be set.
  29260. * @returns this effect.
  29261. */
  29262. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29263. /**
  29264. * 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)
  29265. * @param uniformName Name of the variable.
  29266. * @param array array to be set.
  29267. * @returns this effect.
  29268. */
  29269. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29270. /**
  29271. * Sets an array on a uniform variable.
  29272. * @param uniformName Name of the variable.
  29273. * @param array array to be set.
  29274. * @returns this effect.
  29275. */
  29276. setArray(uniformName: string, array: number[]): Effect;
  29277. /**
  29278. * 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)
  29279. * @param uniformName Name of the variable.
  29280. * @param array array to be set.
  29281. * @returns this effect.
  29282. */
  29283. setArray2(uniformName: string, array: number[]): Effect;
  29284. /**
  29285. * 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)
  29286. * @param uniformName Name of the variable.
  29287. * @param array array to be set.
  29288. * @returns this effect.
  29289. */
  29290. setArray3(uniformName: string, array: number[]): Effect;
  29291. /**
  29292. * 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)
  29293. * @param uniformName Name of the variable.
  29294. * @param array array to be set.
  29295. * @returns this effect.
  29296. */
  29297. setArray4(uniformName: string, array: number[]): Effect;
  29298. /**
  29299. * Sets matrices on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param matrices matrices to be set.
  29302. * @returns this effect.
  29303. */
  29304. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29305. /**
  29306. * Sets matrix on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param matrix matrix to be set.
  29309. * @returns this effect.
  29310. */
  29311. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29312. /**
  29313. * 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)
  29314. * @param uniformName Name of the variable.
  29315. * @param matrix matrix to be set.
  29316. * @returns this effect.
  29317. */
  29318. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29319. /**
  29320. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29321. * @param uniformName Name of the variable.
  29322. * @param matrix matrix to be set.
  29323. * @returns this effect.
  29324. */
  29325. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29326. /**
  29327. * Sets a float on a uniform variable.
  29328. * @param uniformName Name of the variable.
  29329. * @param value value to be set.
  29330. * @returns this effect.
  29331. */
  29332. setFloat(uniformName: string, value: number): Effect;
  29333. /**
  29334. * Sets a boolean on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param bool value to be set.
  29337. * @returns this effect.
  29338. */
  29339. setBool(uniformName: string, bool: boolean): Effect;
  29340. /**
  29341. * Sets a Vector2 on a uniform variable.
  29342. * @param uniformName Name of the variable.
  29343. * @param vector2 vector2 to be set.
  29344. * @returns this effect.
  29345. */
  29346. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29347. /**
  29348. * Sets a float2 on a uniform variable.
  29349. * @param uniformName Name of the variable.
  29350. * @param x First float in float2.
  29351. * @param y Second float in float2.
  29352. * @returns this effect.
  29353. */
  29354. setFloat2(uniformName: string, x: number, y: number): Effect;
  29355. /**
  29356. * Sets a Vector3 on a uniform variable.
  29357. * @param uniformName Name of the variable.
  29358. * @param vector3 Value to be set.
  29359. * @returns this effect.
  29360. */
  29361. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29362. /**
  29363. * Sets a float3 on a uniform variable.
  29364. * @param uniformName Name of the variable.
  29365. * @param x First float in float3.
  29366. * @param y Second float in float3.
  29367. * @param z Third float in float3.
  29368. * @returns this effect.
  29369. */
  29370. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29371. /**
  29372. * Sets a Vector4 on a uniform variable.
  29373. * @param uniformName Name of the variable.
  29374. * @param vector4 Value to be set.
  29375. * @returns this effect.
  29376. */
  29377. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29378. /**
  29379. * Sets a float4 on a uniform variable.
  29380. * @param uniformName Name of the variable.
  29381. * @param x First float in float4.
  29382. * @param y Second float in float4.
  29383. * @param z Third float in float4.
  29384. * @param w Fourth float in float4.
  29385. * @returns this effect.
  29386. */
  29387. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29388. /**
  29389. * Sets a Color3 on a uniform variable.
  29390. * @param uniformName Name of the variable.
  29391. * @param color3 Value to be set.
  29392. * @returns this effect.
  29393. */
  29394. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29395. /**
  29396. * Sets a Color4 on a uniform variable.
  29397. * @param uniformName Name of the variable.
  29398. * @param color3 Value to be set.
  29399. * @param alpha Alpha value to be set.
  29400. * @returns this effect.
  29401. */
  29402. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29403. /**
  29404. * Sets a Color4 on a uniform variable
  29405. * @param uniformName defines the name of the variable
  29406. * @param color4 defines the value to be set
  29407. * @returns this effect.
  29408. */
  29409. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29410. /** Release all associated resources */
  29411. dispose(): void;
  29412. /**
  29413. * This function will add a new shader to the shader store
  29414. * @param name the name of the shader
  29415. * @param pixelShader optional pixel shader content
  29416. * @param vertexShader optional vertex shader content
  29417. */
  29418. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29419. /**
  29420. * Store of each shader (The can be looked up using effect.key)
  29421. */
  29422. static ShadersStore: {
  29423. [key: string]: string;
  29424. };
  29425. /**
  29426. * Store of each included file for a shader (The can be looked up using effect.key)
  29427. */
  29428. static IncludesShadersStore: {
  29429. [key: string]: string;
  29430. };
  29431. /**
  29432. * Resets the cache of effects.
  29433. */
  29434. static ResetCache(): void;
  29435. }
  29436. }
  29437. declare module "babylonjs/Materials/uniformBuffer" {
  29438. import { Nullable, FloatArray } from "babylonjs/types";
  29439. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29440. import { Engine } from "babylonjs/Engines/engine";
  29441. import { Effect } from "babylonjs/Materials/effect";
  29442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29443. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29444. import { Color3 } from "babylonjs/Maths/math.color";
  29445. /**
  29446. * Uniform buffer objects.
  29447. *
  29448. * Handles blocks of uniform on the GPU.
  29449. *
  29450. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29451. *
  29452. * For more information, please refer to :
  29453. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29454. */
  29455. export class UniformBuffer {
  29456. private _engine;
  29457. private _buffer;
  29458. private _data;
  29459. private _bufferData;
  29460. private _dynamic?;
  29461. private _uniformLocations;
  29462. private _uniformSizes;
  29463. private _uniformLocationPointer;
  29464. private _needSync;
  29465. private _noUBO;
  29466. private _currentEffect;
  29467. private static _MAX_UNIFORM_SIZE;
  29468. private static _tempBuffer;
  29469. /**
  29470. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29471. * This is dynamic to allow compat with webgl 1 and 2.
  29472. * You will need to pass the name of the uniform as well as the value.
  29473. */
  29474. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29475. /**
  29476. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29477. * This is dynamic to allow compat with webgl 1 and 2.
  29478. * You will need to pass the name of the uniform as well as the value.
  29479. */
  29480. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29481. /**
  29482. * Lambda to Update a single float in a uniform buffer.
  29483. * This is dynamic to allow compat with webgl 1 and 2.
  29484. * You will need to pass the name of the uniform as well as the value.
  29485. */
  29486. updateFloat: (name: string, x: number) => void;
  29487. /**
  29488. * Lambda to Update a vec2 of float in a uniform buffer.
  29489. * This is dynamic to allow compat with webgl 1 and 2.
  29490. * You will need to pass the name of the uniform as well as the value.
  29491. */
  29492. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29493. /**
  29494. * Lambda to Update a vec3 of float in a uniform buffer.
  29495. * This is dynamic to allow compat with webgl 1 and 2.
  29496. * You will need to pass the name of the uniform as well as the value.
  29497. */
  29498. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29499. /**
  29500. * Lambda to Update a vec4 of float in a uniform buffer.
  29501. * This is dynamic to allow compat with webgl 1 and 2.
  29502. * You will need to pass the name of the uniform as well as the value.
  29503. */
  29504. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29505. /**
  29506. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29507. * This is dynamic to allow compat with webgl 1 and 2.
  29508. * You will need to pass the name of the uniform as well as the value.
  29509. */
  29510. updateMatrix: (name: string, mat: Matrix) => void;
  29511. /**
  29512. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29513. * This is dynamic to allow compat with webgl 1 and 2.
  29514. * You will need to pass the name of the uniform as well as the value.
  29515. */
  29516. updateVector3: (name: string, vector: Vector3) => void;
  29517. /**
  29518. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29519. * This is dynamic to allow compat with webgl 1 and 2.
  29520. * You will need to pass the name of the uniform as well as the value.
  29521. */
  29522. updateVector4: (name: string, vector: Vector4) => void;
  29523. /**
  29524. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29525. * This is dynamic to allow compat with webgl 1 and 2.
  29526. * You will need to pass the name of the uniform as well as the value.
  29527. */
  29528. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29529. /**
  29530. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29531. * This is dynamic to allow compat with webgl 1 and 2.
  29532. * You will need to pass the name of the uniform as well as the value.
  29533. */
  29534. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29535. /**
  29536. * Instantiates a new Uniform buffer objects.
  29537. *
  29538. * Handles blocks of uniform on the GPU.
  29539. *
  29540. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29541. *
  29542. * For more information, please refer to :
  29543. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29544. * @param engine Define the engine the buffer is associated with
  29545. * @param data Define the data contained in the buffer
  29546. * @param dynamic Define if the buffer is updatable
  29547. */
  29548. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29549. /**
  29550. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29551. * or just falling back on setUniformXXX calls.
  29552. */
  29553. readonly useUbo: boolean;
  29554. /**
  29555. * Indicates if the WebGL underlying uniform buffer is in sync
  29556. * with the javascript cache data.
  29557. */
  29558. readonly isSync: boolean;
  29559. /**
  29560. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29561. * Also, a dynamic UniformBuffer will disable cache verification and always
  29562. * update the underlying WebGL uniform buffer to the GPU.
  29563. * @returns if Dynamic, otherwise false
  29564. */
  29565. isDynamic(): boolean;
  29566. /**
  29567. * The data cache on JS side.
  29568. * @returns the underlying data as a float array
  29569. */
  29570. getData(): Float32Array;
  29571. /**
  29572. * The underlying WebGL Uniform buffer.
  29573. * @returns the webgl buffer
  29574. */
  29575. getBuffer(): Nullable<DataBuffer>;
  29576. /**
  29577. * std140 layout specifies how to align data within an UBO structure.
  29578. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29579. * for specs.
  29580. */
  29581. private _fillAlignment;
  29582. /**
  29583. * Adds an uniform in the buffer.
  29584. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29585. * for the layout to be correct !
  29586. * @param name Name of the uniform, as used in the uniform block in the shader.
  29587. * @param size Data size, or data directly.
  29588. */
  29589. addUniform(name: string, size: number | number[]): void;
  29590. /**
  29591. * Adds a Matrix 4x4 to the uniform buffer.
  29592. * @param name Name of the uniform, as used in the uniform block in the shader.
  29593. * @param mat A 4x4 matrix.
  29594. */
  29595. addMatrix(name: string, mat: Matrix): void;
  29596. /**
  29597. * Adds a vec2 to the uniform buffer.
  29598. * @param name Name of the uniform, as used in the uniform block in the shader.
  29599. * @param x Define the x component value of the vec2
  29600. * @param y Define the y component value of the vec2
  29601. */
  29602. addFloat2(name: string, x: number, y: number): void;
  29603. /**
  29604. * Adds a vec3 to the uniform buffer.
  29605. * @param name Name of the uniform, as used in the uniform block in the shader.
  29606. * @param x Define the x component value of the vec3
  29607. * @param y Define the y component value of the vec3
  29608. * @param z Define the z component value of the vec3
  29609. */
  29610. addFloat3(name: string, x: number, y: number, z: number): void;
  29611. /**
  29612. * Adds a vec3 to the uniform buffer.
  29613. * @param name Name of the uniform, as used in the uniform block in the shader.
  29614. * @param color Define the vec3 from a Color
  29615. */
  29616. addColor3(name: string, color: Color3): void;
  29617. /**
  29618. * Adds a vec4 to the uniform buffer.
  29619. * @param name Name of the uniform, as used in the uniform block in the shader.
  29620. * @param color Define the rgb components from a Color
  29621. * @param alpha Define the a component of the vec4
  29622. */
  29623. addColor4(name: string, color: Color3, alpha: number): void;
  29624. /**
  29625. * Adds a vec3 to the uniform buffer.
  29626. * @param name Name of the uniform, as used in the uniform block in the shader.
  29627. * @param vector Define the vec3 components from a Vector
  29628. */
  29629. addVector3(name: string, vector: Vector3): void;
  29630. /**
  29631. * Adds a Matrix 3x3 to the uniform buffer.
  29632. * @param name Name of the uniform, as used in the uniform block in the shader.
  29633. */
  29634. addMatrix3x3(name: string): void;
  29635. /**
  29636. * Adds a Matrix 2x2 to the uniform buffer.
  29637. * @param name Name of the uniform, as used in the uniform block in the shader.
  29638. */
  29639. addMatrix2x2(name: string): void;
  29640. /**
  29641. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29642. */
  29643. create(): void;
  29644. /** @hidden */
  29645. _rebuild(): void;
  29646. /**
  29647. * Updates the WebGL Uniform Buffer on the GPU.
  29648. * If the `dynamic` flag is set to true, no cache comparison is done.
  29649. * Otherwise, the buffer will be updated only if the cache differs.
  29650. */
  29651. update(): void;
  29652. /**
  29653. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29654. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29655. * @param data Define the flattened data
  29656. * @param size Define the size of the data.
  29657. */
  29658. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29659. private _updateMatrix3x3ForUniform;
  29660. private _updateMatrix3x3ForEffect;
  29661. private _updateMatrix2x2ForEffect;
  29662. private _updateMatrix2x2ForUniform;
  29663. private _updateFloatForEffect;
  29664. private _updateFloatForUniform;
  29665. private _updateFloat2ForEffect;
  29666. private _updateFloat2ForUniform;
  29667. private _updateFloat3ForEffect;
  29668. private _updateFloat3ForUniform;
  29669. private _updateFloat4ForEffect;
  29670. private _updateFloat4ForUniform;
  29671. private _updateMatrixForEffect;
  29672. private _updateMatrixForUniform;
  29673. private _updateVector3ForEffect;
  29674. private _updateVector3ForUniform;
  29675. private _updateVector4ForEffect;
  29676. private _updateVector4ForUniform;
  29677. private _updateColor3ForEffect;
  29678. private _updateColor3ForUniform;
  29679. private _updateColor4ForEffect;
  29680. private _updateColor4ForUniform;
  29681. /**
  29682. * Sets a sampler uniform on the effect.
  29683. * @param name Define the name of the sampler.
  29684. * @param texture Define the texture to set in the sampler
  29685. */
  29686. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29687. /**
  29688. * Directly updates the value of the uniform in the cache AND on the GPU.
  29689. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29690. * @param data Define the flattened data
  29691. */
  29692. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29693. /**
  29694. * Binds this uniform buffer to an effect.
  29695. * @param effect Define the effect to bind the buffer to
  29696. * @param name Name of the uniform block in the shader.
  29697. */
  29698. bindToEffect(effect: Effect, name: string): void;
  29699. /**
  29700. * Disposes the uniform buffer.
  29701. */
  29702. dispose(): void;
  29703. }
  29704. }
  29705. declare module "babylonjs/Audio/analyser" {
  29706. import { Scene } from "babylonjs/scene";
  29707. /**
  29708. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29710. */
  29711. export class Analyser {
  29712. /**
  29713. * Gets or sets the smoothing
  29714. * @ignorenaming
  29715. */
  29716. SMOOTHING: number;
  29717. /**
  29718. * Gets or sets the FFT table size
  29719. * @ignorenaming
  29720. */
  29721. FFT_SIZE: number;
  29722. /**
  29723. * Gets or sets the bar graph amplitude
  29724. * @ignorenaming
  29725. */
  29726. BARGRAPHAMPLITUDE: number;
  29727. /**
  29728. * Gets or sets the position of the debug canvas
  29729. * @ignorenaming
  29730. */
  29731. DEBUGCANVASPOS: {
  29732. x: number;
  29733. y: number;
  29734. };
  29735. /**
  29736. * Gets or sets the debug canvas size
  29737. * @ignorenaming
  29738. */
  29739. DEBUGCANVASSIZE: {
  29740. width: number;
  29741. height: number;
  29742. };
  29743. private _byteFreqs;
  29744. private _byteTime;
  29745. private _floatFreqs;
  29746. private _webAudioAnalyser;
  29747. private _debugCanvas;
  29748. private _debugCanvasContext;
  29749. private _scene;
  29750. private _registerFunc;
  29751. private _audioEngine;
  29752. /**
  29753. * Creates a new analyser
  29754. * @param scene defines hosting scene
  29755. */
  29756. constructor(scene: Scene);
  29757. /**
  29758. * Get the number of data values you will have to play with for the visualization
  29759. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29760. * @returns a number
  29761. */
  29762. getFrequencyBinCount(): number;
  29763. /**
  29764. * Gets the current frequency data as a byte array
  29765. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29766. * @returns a Uint8Array
  29767. */
  29768. getByteFrequencyData(): Uint8Array;
  29769. /**
  29770. * Gets the current waveform as a byte array
  29771. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29772. * @returns a Uint8Array
  29773. */
  29774. getByteTimeDomainData(): Uint8Array;
  29775. /**
  29776. * Gets the current frequency data as a float array
  29777. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29778. * @returns a Float32Array
  29779. */
  29780. getFloatFrequencyData(): Float32Array;
  29781. /**
  29782. * Renders the debug canvas
  29783. */
  29784. drawDebugCanvas(): void;
  29785. /**
  29786. * Stops rendering the debug canvas and removes it
  29787. */
  29788. stopDebugCanvas(): void;
  29789. /**
  29790. * Connects two audio nodes
  29791. * @param inputAudioNode defines first node to connect
  29792. * @param outputAudioNode defines second node to connect
  29793. */
  29794. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29795. /**
  29796. * Releases all associated resources
  29797. */
  29798. dispose(): void;
  29799. }
  29800. }
  29801. declare module "babylonjs/Audio/audioEngine" {
  29802. import { IDisposable } from "babylonjs/scene";
  29803. import { Analyser } from "babylonjs/Audio/analyser";
  29804. import { Nullable } from "babylonjs/types";
  29805. import { Observable } from "babylonjs/Misc/observable";
  29806. /**
  29807. * This represents an audio engine and it is responsible
  29808. * to play, synchronize and analyse sounds throughout the application.
  29809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29810. */
  29811. export interface IAudioEngine extends IDisposable {
  29812. /**
  29813. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29814. */
  29815. readonly canUseWebAudio: boolean;
  29816. /**
  29817. * Gets the current AudioContext if available.
  29818. */
  29819. readonly audioContext: Nullable<AudioContext>;
  29820. /**
  29821. * The master gain node defines the global audio volume of your audio engine.
  29822. */
  29823. readonly masterGain: GainNode;
  29824. /**
  29825. * Gets whether or not mp3 are supported by your browser.
  29826. */
  29827. readonly isMP3supported: boolean;
  29828. /**
  29829. * Gets whether or not ogg are supported by your browser.
  29830. */
  29831. readonly isOGGsupported: boolean;
  29832. /**
  29833. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29834. * @ignoreNaming
  29835. */
  29836. WarnedWebAudioUnsupported: boolean;
  29837. /**
  29838. * Defines if the audio engine relies on a custom unlocked button.
  29839. * In this case, the embedded button will not be displayed.
  29840. */
  29841. useCustomUnlockedButton: boolean;
  29842. /**
  29843. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29844. */
  29845. readonly unlocked: boolean;
  29846. /**
  29847. * Event raised when audio has been unlocked on the browser.
  29848. */
  29849. onAudioUnlockedObservable: Observable<AudioEngine>;
  29850. /**
  29851. * Event raised when audio has been locked on the browser.
  29852. */
  29853. onAudioLockedObservable: Observable<AudioEngine>;
  29854. /**
  29855. * Flags the audio engine in Locked state.
  29856. * This happens due to new browser policies preventing audio to autoplay.
  29857. */
  29858. lock(): void;
  29859. /**
  29860. * Unlocks the audio engine once a user action has been done on the dom.
  29861. * This is helpful to resume play once browser policies have been satisfied.
  29862. */
  29863. unlock(): void;
  29864. }
  29865. /**
  29866. * This represents the default audio engine used in babylon.
  29867. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29868. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29869. */
  29870. export class AudioEngine implements IAudioEngine {
  29871. private _audioContext;
  29872. private _audioContextInitialized;
  29873. private _muteButton;
  29874. private _hostElement;
  29875. /**
  29876. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29877. */
  29878. canUseWebAudio: boolean;
  29879. /**
  29880. * The master gain node defines the global audio volume of your audio engine.
  29881. */
  29882. masterGain: GainNode;
  29883. /**
  29884. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29885. * @ignoreNaming
  29886. */
  29887. WarnedWebAudioUnsupported: boolean;
  29888. /**
  29889. * Gets whether or not mp3 are supported by your browser.
  29890. */
  29891. isMP3supported: boolean;
  29892. /**
  29893. * Gets whether or not ogg are supported by your browser.
  29894. */
  29895. isOGGsupported: boolean;
  29896. /**
  29897. * Gets whether audio has been unlocked on the device.
  29898. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29899. * a user interaction has happened.
  29900. */
  29901. unlocked: boolean;
  29902. /**
  29903. * Defines if the audio engine relies on a custom unlocked button.
  29904. * In this case, the embedded button will not be displayed.
  29905. */
  29906. useCustomUnlockedButton: boolean;
  29907. /**
  29908. * Event raised when audio has been unlocked on the browser.
  29909. */
  29910. onAudioUnlockedObservable: Observable<AudioEngine>;
  29911. /**
  29912. * Event raised when audio has been locked on the browser.
  29913. */
  29914. onAudioLockedObservable: Observable<AudioEngine>;
  29915. /**
  29916. * Gets the current AudioContext if available.
  29917. */
  29918. readonly audioContext: Nullable<AudioContext>;
  29919. private _connectedAnalyser;
  29920. /**
  29921. * Instantiates a new audio engine.
  29922. *
  29923. * There should be only one per page as some browsers restrict the number
  29924. * of audio contexts you can create.
  29925. * @param hostElement defines the host element where to display the mute icon if necessary
  29926. */
  29927. constructor(hostElement?: Nullable<HTMLElement>);
  29928. /**
  29929. * Flags the audio engine in Locked state.
  29930. * This happens due to new browser policies preventing audio to autoplay.
  29931. */
  29932. lock(): void;
  29933. /**
  29934. * Unlocks the audio engine once a user action has been done on the dom.
  29935. * This is helpful to resume play once browser policies have been satisfied.
  29936. */
  29937. unlock(): void;
  29938. private _resumeAudioContext;
  29939. private _initializeAudioContext;
  29940. private _tryToRun;
  29941. private _triggerRunningState;
  29942. private _triggerSuspendedState;
  29943. private _displayMuteButton;
  29944. private _moveButtonToTopLeft;
  29945. private _onResize;
  29946. private _hideMuteButton;
  29947. /**
  29948. * Destroy and release the resources associated with the audio ccontext.
  29949. */
  29950. dispose(): void;
  29951. /**
  29952. * Gets the global volume sets on the master gain.
  29953. * @returns the global volume if set or -1 otherwise
  29954. */
  29955. getGlobalVolume(): number;
  29956. /**
  29957. * Sets the global volume of your experience (sets on the master gain).
  29958. * @param newVolume Defines the new global volume of the application
  29959. */
  29960. setGlobalVolume(newVolume: number): void;
  29961. /**
  29962. * Connect the audio engine to an audio analyser allowing some amazing
  29963. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29965. * @param analyser The analyser to connect to the engine
  29966. */
  29967. connectToAnalyser(analyser: Analyser): void;
  29968. }
  29969. }
  29970. declare module "babylonjs/Loading/loadingScreen" {
  29971. /**
  29972. * Interface used to present a loading screen while loading a scene
  29973. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29974. */
  29975. export interface ILoadingScreen {
  29976. /**
  29977. * Function called to display the loading screen
  29978. */
  29979. displayLoadingUI: () => void;
  29980. /**
  29981. * Function called to hide the loading screen
  29982. */
  29983. hideLoadingUI: () => void;
  29984. /**
  29985. * Gets or sets the color to use for the background
  29986. */
  29987. loadingUIBackgroundColor: string;
  29988. /**
  29989. * Gets or sets the text to display while loading
  29990. */
  29991. loadingUIText: string;
  29992. }
  29993. /**
  29994. * Class used for the default loading screen
  29995. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29996. */
  29997. export class DefaultLoadingScreen implements ILoadingScreen {
  29998. private _renderingCanvas;
  29999. private _loadingText;
  30000. private _loadingDivBackgroundColor;
  30001. private _loadingDiv;
  30002. private _loadingTextDiv;
  30003. /** Gets or sets the logo url to use for the default loading screen */
  30004. static DefaultLogoUrl: string;
  30005. /** Gets or sets the spinner url to use for the default loading screen */
  30006. static DefaultSpinnerUrl: string;
  30007. /**
  30008. * Creates a new default loading screen
  30009. * @param _renderingCanvas defines the canvas used to render the scene
  30010. * @param _loadingText defines the default text to display
  30011. * @param _loadingDivBackgroundColor defines the default background color
  30012. */
  30013. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30014. /**
  30015. * Function called to display the loading screen
  30016. */
  30017. displayLoadingUI(): void;
  30018. /**
  30019. * Function called to hide the loading screen
  30020. */
  30021. hideLoadingUI(): void;
  30022. /**
  30023. * Gets or sets the text to display while loading
  30024. */
  30025. loadingUIText: string;
  30026. /**
  30027. * Gets or sets the color to use for the background
  30028. */
  30029. loadingUIBackgroundColor: string;
  30030. private _resizeLoadingUI;
  30031. }
  30032. }
  30033. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30034. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30035. import { Engine } from "babylonjs/Engines/engine";
  30036. import { Nullable } from "babylonjs/types";
  30037. /** @hidden */
  30038. export class WebGLPipelineContext implements IPipelineContext {
  30039. engine: Engine;
  30040. program: Nullable<WebGLProgram>;
  30041. context?: WebGLRenderingContext;
  30042. vertexShader?: WebGLShader;
  30043. fragmentShader?: WebGLShader;
  30044. isParallelCompiled: boolean;
  30045. onCompiled?: () => void;
  30046. transformFeedback?: WebGLTransformFeedback | null;
  30047. readonly isAsync: boolean;
  30048. readonly isReady: boolean;
  30049. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30050. }
  30051. }
  30052. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30053. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30054. /** @hidden */
  30055. export class WebGLDataBuffer extends DataBuffer {
  30056. private _buffer;
  30057. constructor(resource: WebGLBuffer);
  30058. readonly underlyingResource: any;
  30059. }
  30060. }
  30061. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30062. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30063. /** @hidden */
  30064. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30065. attributeProcessor(attribute: string): string;
  30066. varyingProcessor(varying: string, isFragment: boolean): string;
  30067. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30068. }
  30069. }
  30070. declare module "babylonjs/Misc/perfCounter" {
  30071. /**
  30072. * This class is used to track a performance counter which is number based.
  30073. * The user has access to many properties which give statistics of different nature.
  30074. *
  30075. * The implementer can track two kinds of Performance Counter: time and count.
  30076. * 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.
  30077. * 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.
  30078. */
  30079. export class PerfCounter {
  30080. /**
  30081. * Gets or sets a global boolean to turn on and off all the counters
  30082. */
  30083. static Enabled: boolean;
  30084. /**
  30085. * Returns the smallest value ever
  30086. */
  30087. readonly min: number;
  30088. /**
  30089. * Returns the biggest value ever
  30090. */
  30091. readonly max: number;
  30092. /**
  30093. * Returns the average value since the performance counter is running
  30094. */
  30095. readonly average: number;
  30096. /**
  30097. * Returns the average value of the last second the counter was monitored
  30098. */
  30099. readonly lastSecAverage: number;
  30100. /**
  30101. * Returns the current value
  30102. */
  30103. readonly current: number;
  30104. /**
  30105. * Gets the accumulated total
  30106. */
  30107. readonly total: number;
  30108. /**
  30109. * Gets the total value count
  30110. */
  30111. readonly count: number;
  30112. /**
  30113. * Creates a new counter
  30114. */
  30115. constructor();
  30116. /**
  30117. * Call this method to start monitoring a new frame.
  30118. * 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.
  30119. */
  30120. fetchNewFrame(): void;
  30121. /**
  30122. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30123. * @param newCount the count value to add to the monitored count
  30124. * @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.
  30125. */
  30126. addCount(newCount: number, fetchResult: boolean): void;
  30127. /**
  30128. * Start monitoring this performance counter
  30129. */
  30130. beginMonitoring(): void;
  30131. /**
  30132. * Compute the time lapsed since the previous beginMonitoring() call.
  30133. * @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
  30134. */
  30135. endMonitoring(newFrame?: boolean): void;
  30136. private _fetchResult;
  30137. private _startMonitoringTime;
  30138. private _min;
  30139. private _max;
  30140. private _average;
  30141. private _current;
  30142. private _totalValueCount;
  30143. private _totalAccumulated;
  30144. private _lastSecAverage;
  30145. private _lastSecAccumulated;
  30146. private _lastSecTime;
  30147. private _lastSecValueCount;
  30148. }
  30149. }
  30150. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30151. /**
  30152. * Interface for any object that can request an animation frame
  30153. */
  30154. export interface ICustomAnimationFrameRequester {
  30155. /**
  30156. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30157. */
  30158. renderFunction?: Function;
  30159. /**
  30160. * Called to request the next frame to render to
  30161. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30162. */
  30163. requestAnimationFrame: Function;
  30164. /**
  30165. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30166. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30167. */
  30168. requestID?: number;
  30169. }
  30170. }
  30171. declare module "babylonjs/Materials/Textures/videoTexture" {
  30172. import { Observable } from "babylonjs/Misc/observable";
  30173. import { Nullable } from "babylonjs/types";
  30174. import { Scene } from "babylonjs/scene";
  30175. import { Texture } from "babylonjs/Materials/Textures/texture";
  30176. /**
  30177. * Settings for finer control over video usage
  30178. */
  30179. export interface VideoTextureSettings {
  30180. /**
  30181. * Applies `autoplay` to video, if specified
  30182. */
  30183. autoPlay?: boolean;
  30184. /**
  30185. * Applies `loop` to video, if specified
  30186. */
  30187. loop?: boolean;
  30188. /**
  30189. * Automatically updates internal texture from video at every frame in the render loop
  30190. */
  30191. autoUpdateTexture: boolean;
  30192. /**
  30193. * Image src displayed during the video loading or until the user interacts with the video.
  30194. */
  30195. poster?: string;
  30196. }
  30197. /**
  30198. * If you want to display a video in your scene, this is the special texture for that.
  30199. * This special texture works similar to other textures, with the exception of a few parameters.
  30200. * @see https://doc.babylonjs.com/how_to/video_texture
  30201. */
  30202. export class VideoTexture extends Texture {
  30203. /**
  30204. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30205. */
  30206. readonly autoUpdateTexture: boolean;
  30207. /**
  30208. * The video instance used by the texture internally
  30209. */
  30210. readonly video: HTMLVideoElement;
  30211. private _onUserActionRequestedObservable;
  30212. /**
  30213. * Event triggerd when a dom action is required by the user to play the video.
  30214. * This happens due to recent changes in browser policies preventing video to auto start.
  30215. */
  30216. readonly onUserActionRequestedObservable: Observable<Texture>;
  30217. private _generateMipMaps;
  30218. private _engine;
  30219. private _stillImageCaptured;
  30220. private _displayingPosterTexture;
  30221. private _settings;
  30222. private _createInternalTextureOnEvent;
  30223. /**
  30224. * Creates a video texture.
  30225. * If you want to display a video in your scene, this is the special texture for that.
  30226. * This special texture works similar to other textures, with the exception of a few parameters.
  30227. * @see https://doc.babylonjs.com/how_to/video_texture
  30228. * @param name optional name, will detect from video source, if not defined
  30229. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30230. * @param scene is obviously the current scene.
  30231. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30232. * @param invertY is false by default but can be used to invert video on Y axis
  30233. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30234. * @param settings allows finer control over video usage
  30235. */
  30236. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30237. private _getName;
  30238. private _getVideo;
  30239. private _createInternalTexture;
  30240. private reset;
  30241. /**
  30242. * @hidden Internal method to initiate `update`.
  30243. */
  30244. _rebuild(): void;
  30245. /**
  30246. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30247. */
  30248. update(): void;
  30249. /**
  30250. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30251. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30252. */
  30253. updateTexture(isVisible: boolean): void;
  30254. protected _updateInternalTexture: () => void;
  30255. /**
  30256. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30257. * @param url New url.
  30258. */
  30259. updateURL(url: string): void;
  30260. /**
  30261. * Dispose the texture and release its associated resources.
  30262. */
  30263. dispose(): void;
  30264. /**
  30265. * Creates a video texture straight from a stream.
  30266. * @param scene Define the scene the texture should be created in
  30267. * @param stream Define the stream the texture should be created from
  30268. * @returns The created video texture as a promise
  30269. */
  30270. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30271. /**
  30272. * Creates a video texture straight from your WebCam video feed.
  30273. * @param scene Define the scene the texture should be created in
  30274. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30275. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30276. * @returns The created video texture as a promise
  30277. */
  30278. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30279. minWidth: number;
  30280. maxWidth: number;
  30281. minHeight: number;
  30282. maxHeight: number;
  30283. deviceId: string;
  30284. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30285. /**
  30286. * Creates a video texture straight from your WebCam video feed.
  30287. * @param scene Define the scene the texture should be created in
  30288. * @param onReady Define a callback to triggered once the texture will be ready
  30289. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30290. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30291. */
  30292. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30293. minWidth: number;
  30294. maxWidth: number;
  30295. minHeight: number;
  30296. maxHeight: number;
  30297. deviceId: string;
  30298. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30299. }
  30300. }
  30301. declare module "babylonjs/Engines/engine" {
  30302. import { Observable } from "babylonjs/Misc/observable";
  30303. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30304. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30305. import { Scene } from "babylonjs/scene";
  30306. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30307. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30308. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30309. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30310. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30311. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30312. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30313. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30314. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30315. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30316. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30317. import { WebRequest } from "babylonjs/Misc/webRequest";
  30318. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30319. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30320. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30321. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30322. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30323. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30324. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30325. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30326. import { Material } from "babylonjs/Materials/material";
  30327. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30328. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30329. /**
  30330. * Defines the interface used by objects containing a viewport (like a camera)
  30331. */
  30332. interface IViewportOwnerLike {
  30333. /**
  30334. * Gets or sets the viewport
  30335. */
  30336. viewport: IViewportLike;
  30337. }
  30338. /**
  30339. * Interface for attribute information associated with buffer instanciation
  30340. */
  30341. export class InstancingAttributeInfo {
  30342. /**
  30343. * Index/offset of the attribute in the vertex shader
  30344. */
  30345. index: number;
  30346. /**
  30347. * size of the attribute, 1, 2, 3 or 4
  30348. */
  30349. attributeSize: number;
  30350. /**
  30351. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30352. * default is FLOAT
  30353. */
  30354. attribyteType: number;
  30355. /**
  30356. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30357. */
  30358. normalized: boolean;
  30359. /**
  30360. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30361. */
  30362. offset: number;
  30363. /**
  30364. * Name of the GLSL attribute, for debugging purpose only
  30365. */
  30366. attributeName: string;
  30367. }
  30368. /**
  30369. * Define options used to create a depth texture
  30370. */
  30371. export class DepthTextureCreationOptions {
  30372. /** Specifies whether or not a stencil should be allocated in the texture */
  30373. generateStencil?: boolean;
  30374. /** Specifies whether or not bilinear filtering is enable on the texture */
  30375. bilinearFiltering?: boolean;
  30376. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30377. comparisonFunction?: number;
  30378. /** Specifies if the created texture is a cube texture */
  30379. isCube?: boolean;
  30380. }
  30381. /**
  30382. * Class used to describe the capabilities of the engine relatively to the current browser
  30383. */
  30384. export class EngineCapabilities {
  30385. /** Maximum textures units per fragment shader */
  30386. maxTexturesImageUnits: number;
  30387. /** Maximum texture units per vertex shader */
  30388. maxVertexTextureImageUnits: number;
  30389. /** Maximum textures units in the entire pipeline */
  30390. maxCombinedTexturesImageUnits: number;
  30391. /** Maximum texture size */
  30392. maxTextureSize: number;
  30393. /** Maximum cube texture size */
  30394. maxCubemapTextureSize: number;
  30395. /** Maximum render texture size */
  30396. maxRenderTextureSize: number;
  30397. /** Maximum number of vertex attributes */
  30398. maxVertexAttribs: number;
  30399. /** Maximum number of varyings */
  30400. maxVaryingVectors: number;
  30401. /** Maximum number of uniforms per vertex shader */
  30402. maxVertexUniformVectors: number;
  30403. /** Maximum number of uniforms per fragment shader */
  30404. maxFragmentUniformVectors: number;
  30405. /** Defines if standard derivates (dx/dy) are supported */
  30406. standardDerivatives: boolean;
  30407. /** Defines if s3tc texture compression is supported */
  30408. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30409. /** Defines if pvrtc texture compression is supported */
  30410. pvrtc: any;
  30411. /** Defines if etc1 texture compression is supported */
  30412. etc1: any;
  30413. /** Defines if etc2 texture compression is supported */
  30414. etc2: any;
  30415. /** Defines if astc texture compression is supported */
  30416. astc: any;
  30417. /** Defines if float textures are supported */
  30418. textureFloat: boolean;
  30419. /** Defines if vertex array objects are supported */
  30420. vertexArrayObject: boolean;
  30421. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30422. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30423. /** Gets the maximum level of anisotropy supported */
  30424. maxAnisotropy: number;
  30425. /** Defines if instancing is supported */
  30426. instancedArrays: boolean;
  30427. /** Defines if 32 bits indices are supported */
  30428. uintIndices: boolean;
  30429. /** Defines if high precision shaders are supported */
  30430. highPrecisionShaderSupported: boolean;
  30431. /** Defines if depth reading in the fragment shader is supported */
  30432. fragmentDepthSupported: boolean;
  30433. /** Defines if float texture linear filtering is supported*/
  30434. textureFloatLinearFiltering: boolean;
  30435. /** Defines if rendering to float textures is supported */
  30436. textureFloatRender: boolean;
  30437. /** Defines if half float textures are supported*/
  30438. textureHalfFloat: boolean;
  30439. /** Defines if half float texture linear filtering is supported*/
  30440. textureHalfFloatLinearFiltering: boolean;
  30441. /** Defines if rendering to half float textures is supported */
  30442. textureHalfFloatRender: boolean;
  30443. /** Defines if textureLOD shader command is supported */
  30444. textureLOD: boolean;
  30445. /** Defines if draw buffers extension is supported */
  30446. drawBuffersExtension: boolean;
  30447. /** Defines if depth textures are supported */
  30448. depthTextureExtension: boolean;
  30449. /** Defines if float color buffer are supported */
  30450. colorBufferFloat: boolean;
  30451. /** Gets disjoint timer query extension (null if not supported) */
  30452. timerQuery: EXT_disjoint_timer_query;
  30453. /** Defines if timestamp can be used with timer query */
  30454. canUseTimestampForTimerQuery: boolean;
  30455. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30456. multiview: any;
  30457. /** Function used to let the system compiles shaders in background */
  30458. parallelShaderCompile: {
  30459. COMPLETION_STATUS_KHR: number;
  30460. };
  30461. }
  30462. /** Interface defining initialization parameters for Engine class */
  30463. export interface EngineOptions extends WebGLContextAttributes {
  30464. /**
  30465. * Defines if the engine should no exceed a specified device ratio
  30466. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30467. */
  30468. limitDeviceRatio?: number;
  30469. /**
  30470. * Defines if webvr should be enabled automatically
  30471. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30472. */
  30473. autoEnableWebVR?: boolean;
  30474. /**
  30475. * Defines if webgl2 should be turned off even if supported
  30476. * @see http://doc.babylonjs.com/features/webgl2
  30477. */
  30478. disableWebGL2Support?: boolean;
  30479. /**
  30480. * Defines if webaudio should be initialized as well
  30481. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30482. */
  30483. audioEngine?: boolean;
  30484. /**
  30485. * Defines if animations should run using a deterministic lock step
  30486. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30487. */
  30488. deterministicLockstep?: boolean;
  30489. /** Defines the maximum steps to use with deterministic lock step mode */
  30490. lockstepMaxSteps?: number;
  30491. /**
  30492. * Defines that engine should ignore context lost events
  30493. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30494. */
  30495. doNotHandleContextLost?: boolean;
  30496. /**
  30497. * Defines that engine should ignore modifying touch action attribute and style
  30498. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30499. */
  30500. doNotHandleTouchAction?: boolean;
  30501. /**
  30502. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30503. */
  30504. useHighPrecisionFloats?: boolean;
  30505. }
  30506. /**
  30507. * Defines the interface used by display changed events
  30508. */
  30509. export interface IDisplayChangedEventArgs {
  30510. /** Gets the vrDisplay object (if any) */
  30511. vrDisplay: Nullable<any>;
  30512. /** Gets a boolean indicating if webVR is supported */
  30513. vrSupported: boolean;
  30514. }
  30515. /**
  30516. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30517. */
  30518. export class Engine {
  30519. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30520. static ExceptionList: ({
  30521. key: string;
  30522. capture: string;
  30523. captureConstraint: number;
  30524. targets: string[];
  30525. } | {
  30526. key: string;
  30527. capture: null;
  30528. captureConstraint: null;
  30529. targets: string[];
  30530. })[];
  30531. /** Gets the list of created engines */
  30532. static readonly Instances: Engine[];
  30533. /**
  30534. * Gets the latest created engine
  30535. */
  30536. static readonly LastCreatedEngine: Nullable<Engine>;
  30537. /**
  30538. * Gets the latest created scene
  30539. */
  30540. static readonly LastCreatedScene: Nullable<Scene>;
  30541. /**
  30542. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30543. * @param flag defines which part of the materials must be marked as dirty
  30544. * @param predicate defines a predicate used to filter which materials should be affected
  30545. */
  30546. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30547. /** @hidden */
  30548. static _TextureLoaders: IInternalTextureLoader[];
  30549. /** Defines that alpha blending is disabled */
  30550. static readonly ALPHA_DISABLE: number;
  30551. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30552. static readonly ALPHA_ADD: number;
  30553. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30554. static readonly ALPHA_COMBINE: number;
  30555. /** Defines that alpha blending to DEST - SRC * DEST */
  30556. static readonly ALPHA_SUBTRACT: number;
  30557. /** Defines that alpha blending to SRC * DEST */
  30558. static readonly ALPHA_MULTIPLY: number;
  30559. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30560. static readonly ALPHA_MAXIMIZED: number;
  30561. /** Defines that alpha blending to SRC + DEST */
  30562. static readonly ALPHA_ONEONE: number;
  30563. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30564. static readonly ALPHA_PREMULTIPLIED: number;
  30565. /**
  30566. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30567. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30568. */
  30569. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30570. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30571. static readonly ALPHA_INTERPOLATE: number;
  30572. /**
  30573. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30574. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30575. */
  30576. static readonly ALPHA_SCREENMODE: number;
  30577. /** Defines that the ressource is not delayed*/
  30578. static readonly DELAYLOADSTATE_NONE: number;
  30579. /** Defines that the ressource was successfully delay loaded */
  30580. static readonly DELAYLOADSTATE_LOADED: number;
  30581. /** Defines that the ressource is currently delay loading */
  30582. static readonly DELAYLOADSTATE_LOADING: number;
  30583. /** Defines that the ressource is delayed and has not started loading */
  30584. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30585. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30586. static readonly NEVER: number;
  30587. /** 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 */
  30588. static readonly ALWAYS: number;
  30589. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30590. static readonly LESS: number;
  30591. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30592. static readonly EQUAL: number;
  30593. /** 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 */
  30594. static readonly LEQUAL: number;
  30595. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30596. static readonly GREATER: number;
  30597. /** 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 */
  30598. static readonly GEQUAL: number;
  30599. /** 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 */
  30600. static readonly NOTEQUAL: number;
  30601. /** Passed to stencilOperation to specify that stencil value must be kept */
  30602. static readonly KEEP: number;
  30603. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30604. static readonly REPLACE: number;
  30605. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30606. static readonly INCR: number;
  30607. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30608. static readonly DECR: number;
  30609. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30610. static readonly INVERT: number;
  30611. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30612. static readonly INCR_WRAP: number;
  30613. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30614. static readonly DECR_WRAP: number;
  30615. /** Texture is not repeating outside of 0..1 UVs */
  30616. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30617. /** Texture is repeating outside of 0..1 UVs */
  30618. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30619. /** Texture is repeating and mirrored */
  30620. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30621. /** ALPHA */
  30622. static readonly TEXTUREFORMAT_ALPHA: number;
  30623. /** LUMINANCE */
  30624. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30625. /** LUMINANCE_ALPHA */
  30626. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30627. /** RGB */
  30628. static readonly TEXTUREFORMAT_RGB: number;
  30629. /** RGBA */
  30630. static readonly TEXTUREFORMAT_RGBA: number;
  30631. /** RED */
  30632. static readonly TEXTUREFORMAT_RED: number;
  30633. /** RED (2nd reference) */
  30634. static readonly TEXTUREFORMAT_R: number;
  30635. /** RG */
  30636. static readonly TEXTUREFORMAT_RG: number;
  30637. /** RED_INTEGER */
  30638. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30639. /** RED_INTEGER (2nd reference) */
  30640. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30641. /** RG_INTEGER */
  30642. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30643. /** RGB_INTEGER */
  30644. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30645. /** RGBA_INTEGER */
  30646. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30647. /** UNSIGNED_BYTE */
  30648. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30649. /** UNSIGNED_BYTE (2nd reference) */
  30650. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30651. /** FLOAT */
  30652. static readonly TEXTURETYPE_FLOAT: number;
  30653. /** HALF_FLOAT */
  30654. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30655. /** BYTE */
  30656. static readonly TEXTURETYPE_BYTE: number;
  30657. /** SHORT */
  30658. static readonly TEXTURETYPE_SHORT: number;
  30659. /** UNSIGNED_SHORT */
  30660. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30661. /** INT */
  30662. static readonly TEXTURETYPE_INT: number;
  30663. /** UNSIGNED_INT */
  30664. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30665. /** UNSIGNED_SHORT_4_4_4_4 */
  30666. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30667. /** UNSIGNED_SHORT_5_5_5_1 */
  30668. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30669. /** UNSIGNED_SHORT_5_6_5 */
  30670. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30671. /** UNSIGNED_INT_2_10_10_10_REV */
  30672. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30673. /** UNSIGNED_INT_24_8 */
  30674. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30675. /** UNSIGNED_INT_10F_11F_11F_REV */
  30676. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30677. /** UNSIGNED_INT_5_9_9_9_REV */
  30678. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30679. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30680. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30681. /** nearest is mag = nearest and min = nearest and mip = linear */
  30682. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30683. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30684. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30685. /** Trilinear is mag = linear and min = linear and mip = linear */
  30686. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30687. /** nearest is mag = nearest and min = nearest and mip = linear */
  30688. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30689. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30690. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30691. /** Trilinear is mag = linear and min = linear and mip = linear */
  30692. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30693. /** mag = nearest and min = nearest and mip = nearest */
  30694. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30695. /** mag = nearest and min = linear and mip = nearest */
  30696. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30697. /** mag = nearest and min = linear and mip = linear */
  30698. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30699. /** mag = nearest and min = linear and mip = none */
  30700. static readonly TEXTURE_NEAREST_LINEAR: number;
  30701. /** mag = nearest and min = nearest and mip = none */
  30702. static readonly TEXTURE_NEAREST_NEAREST: number;
  30703. /** mag = linear and min = nearest and mip = nearest */
  30704. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30705. /** mag = linear and min = nearest and mip = linear */
  30706. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30707. /** mag = linear and min = linear and mip = none */
  30708. static readonly TEXTURE_LINEAR_LINEAR: number;
  30709. /** mag = linear and min = nearest and mip = none */
  30710. static readonly TEXTURE_LINEAR_NEAREST: number;
  30711. /** Explicit coordinates mode */
  30712. static readonly TEXTURE_EXPLICIT_MODE: number;
  30713. /** Spherical coordinates mode */
  30714. static readonly TEXTURE_SPHERICAL_MODE: number;
  30715. /** Planar coordinates mode */
  30716. static readonly TEXTURE_PLANAR_MODE: number;
  30717. /** Cubic coordinates mode */
  30718. static readonly TEXTURE_CUBIC_MODE: number;
  30719. /** Projection coordinates mode */
  30720. static readonly TEXTURE_PROJECTION_MODE: number;
  30721. /** Skybox coordinates mode */
  30722. static readonly TEXTURE_SKYBOX_MODE: number;
  30723. /** Inverse Cubic coordinates mode */
  30724. static readonly TEXTURE_INVCUBIC_MODE: number;
  30725. /** Equirectangular coordinates mode */
  30726. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30727. /** Equirectangular Fixed coordinates mode */
  30728. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30729. /** Equirectangular Fixed Mirrored coordinates mode */
  30730. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30731. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30732. static readonly SCALEMODE_FLOOR: number;
  30733. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30734. static readonly SCALEMODE_NEAREST: number;
  30735. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30736. static readonly SCALEMODE_CEILING: number;
  30737. /**
  30738. * Returns the current npm package of the sdk
  30739. */
  30740. static readonly NpmPackage: string;
  30741. /**
  30742. * Returns the current version of the framework
  30743. */
  30744. static readonly Version: string;
  30745. /**
  30746. * Returns a string describing the current engine
  30747. */
  30748. readonly description: string;
  30749. /**
  30750. * Gets or sets the epsilon value used by collision engine
  30751. */
  30752. static CollisionsEpsilon: number;
  30753. /**
  30754. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30755. */
  30756. static ShadersRepository: string;
  30757. /**
  30758. * Method called to create the default loading screen.
  30759. * This can be overriden in your own app.
  30760. * @param canvas The rendering canvas element
  30761. * @returns The loading screen
  30762. */
  30763. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30764. /**
  30765. * Method called to create the default rescale post process on each engine.
  30766. */
  30767. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30768. /** @hidden */
  30769. _shaderProcessor: IShaderProcessor;
  30770. /**
  30771. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30772. */
  30773. forcePOTTextures: boolean;
  30774. /**
  30775. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30776. */
  30777. isFullscreen: boolean;
  30778. /**
  30779. * Gets a boolean indicating if the pointer is currently locked
  30780. */
  30781. isPointerLock: boolean;
  30782. /**
  30783. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30784. */
  30785. cullBackFaces: boolean;
  30786. /**
  30787. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30788. */
  30789. renderEvenInBackground: boolean;
  30790. /**
  30791. * Gets or sets a boolean indicating that cache can be kept between frames
  30792. */
  30793. preventCacheWipeBetweenFrames: boolean;
  30794. /**
  30795. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30796. **/
  30797. enableOfflineSupport: boolean;
  30798. /**
  30799. * 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)
  30800. **/
  30801. disableManifestCheck: boolean;
  30802. /**
  30803. * Gets the list of created scenes
  30804. */
  30805. scenes: Scene[];
  30806. /**
  30807. * Event raised when a new scene is created
  30808. */
  30809. onNewSceneAddedObservable: Observable<Scene>;
  30810. /**
  30811. * Gets the list of created postprocesses
  30812. */
  30813. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30814. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30815. validateShaderPrograms: boolean;
  30816. /**
  30817. * Observable event triggered each time the rendering canvas is resized
  30818. */
  30819. onResizeObservable: Observable<Engine>;
  30820. /**
  30821. * Observable event triggered each time the canvas loses focus
  30822. */
  30823. onCanvasBlurObservable: Observable<Engine>;
  30824. /**
  30825. * Observable event triggered each time the canvas gains focus
  30826. */
  30827. onCanvasFocusObservable: Observable<Engine>;
  30828. /**
  30829. * Observable event triggered each time the canvas receives pointerout event
  30830. */
  30831. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30832. /**
  30833. * Observable event triggered before each texture is initialized
  30834. */
  30835. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30836. /**
  30837. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30838. */
  30839. disableUniformBuffers: boolean;
  30840. /** @hidden */
  30841. _uniformBuffers: UniformBuffer[];
  30842. /**
  30843. * Gets a boolean indicating that the engine supports uniform buffers
  30844. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30845. */
  30846. readonly supportsUniformBuffers: boolean;
  30847. /**
  30848. * Observable raised when the engine begins a new frame
  30849. */
  30850. onBeginFrameObservable: Observable<Engine>;
  30851. /**
  30852. * If set, will be used to request the next animation frame for the render loop
  30853. */
  30854. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30855. /**
  30856. * Observable raised when the engine ends the current frame
  30857. */
  30858. onEndFrameObservable: Observable<Engine>;
  30859. /**
  30860. * Observable raised when the engine is about to compile a shader
  30861. */
  30862. onBeforeShaderCompilationObservable: Observable<Engine>;
  30863. /**
  30864. * Observable raised when the engine has jsut compiled a shader
  30865. */
  30866. onAfterShaderCompilationObservable: Observable<Engine>;
  30867. /** @hidden */
  30868. _gl: WebGLRenderingContext;
  30869. private _renderingCanvas;
  30870. private _windowIsBackground;
  30871. private _webGLVersion;
  30872. protected _highPrecisionShadersAllowed: boolean;
  30873. /** @hidden */
  30874. readonly _shouldUseHighPrecisionShader: boolean;
  30875. /**
  30876. * Gets a boolean indicating that only power of 2 textures are supported
  30877. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30878. */
  30879. readonly needPOTTextures: boolean;
  30880. /** @hidden */
  30881. _badOS: boolean;
  30882. /** @hidden */
  30883. _badDesktopOS: boolean;
  30884. /**
  30885. * Gets the audio engine
  30886. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30887. * @ignorenaming
  30888. */
  30889. static audioEngine: IAudioEngine;
  30890. /**
  30891. * Default AudioEngine factory responsible of creating the Audio Engine.
  30892. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30893. */
  30894. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30895. /**
  30896. * Default offline support factory responsible of creating a tool used to store data locally.
  30897. * By default, this will create a Database object if the workload has been embedded.
  30898. */
  30899. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30900. private _onFocus;
  30901. private _onBlur;
  30902. private _onCanvasPointerOut;
  30903. private _onCanvasBlur;
  30904. private _onCanvasFocus;
  30905. private _onFullscreenChange;
  30906. private _onPointerLockChange;
  30907. private _hardwareScalingLevel;
  30908. /** @hidden */
  30909. _caps: EngineCapabilities;
  30910. private _pointerLockRequested;
  30911. private _isStencilEnable;
  30912. private _colorWrite;
  30913. private _loadingScreen;
  30914. /** @hidden */
  30915. _drawCalls: PerfCounter;
  30916. private _glVersion;
  30917. private _glRenderer;
  30918. private _glVendor;
  30919. private _videoTextureSupported;
  30920. private _renderingQueueLaunched;
  30921. private _activeRenderLoops;
  30922. private _deterministicLockstep;
  30923. private _lockstepMaxSteps;
  30924. /**
  30925. * Observable signaled when a context lost event is raised
  30926. */
  30927. onContextLostObservable: Observable<Engine>;
  30928. /**
  30929. * Observable signaled when a context restored event is raised
  30930. */
  30931. onContextRestoredObservable: Observable<Engine>;
  30932. private _onContextLost;
  30933. private _onContextRestored;
  30934. private _contextWasLost;
  30935. /** @hidden */
  30936. _doNotHandleContextLost: boolean;
  30937. /**
  30938. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30939. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30940. */
  30941. doNotHandleContextLost: boolean;
  30942. private _performanceMonitor;
  30943. private _fps;
  30944. private _deltaTime;
  30945. /**
  30946. * Turn this value on if you want to pause FPS computation when in background
  30947. */
  30948. disablePerformanceMonitorInBackground: boolean;
  30949. /**
  30950. * Gets the performance monitor attached to this engine
  30951. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30952. */
  30953. readonly performanceMonitor: PerformanceMonitor;
  30954. /**
  30955. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30956. */
  30957. disableVertexArrayObjects: boolean;
  30958. /** @hidden */
  30959. protected _depthCullingState: _DepthCullingState;
  30960. /** @hidden */
  30961. protected _stencilState: _StencilState;
  30962. /** @hidden */
  30963. protected _alphaState: _AlphaState;
  30964. /** @hidden */
  30965. protected _alphaMode: number;
  30966. /** @hidden */
  30967. _internalTexturesCache: InternalTexture[];
  30968. /** @hidden */
  30969. protected _activeChannel: number;
  30970. private _currentTextureChannel;
  30971. /** @hidden */
  30972. protected _boundTexturesCache: {
  30973. [key: string]: Nullable<InternalTexture>;
  30974. };
  30975. /** @hidden */
  30976. protected _currentEffect: Nullable<Effect>;
  30977. /** @hidden */
  30978. protected _currentProgram: Nullable<WebGLProgram>;
  30979. private _compiledEffects;
  30980. private _vertexAttribArraysEnabled;
  30981. /** @hidden */
  30982. protected _cachedViewport: Nullable<IViewportLike>;
  30983. private _cachedVertexArrayObject;
  30984. /** @hidden */
  30985. protected _cachedVertexBuffers: any;
  30986. /** @hidden */
  30987. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30988. /** @hidden */
  30989. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30990. /** @hidden */
  30991. _currentRenderTarget: Nullable<InternalTexture>;
  30992. private _uintIndicesCurrentlySet;
  30993. private _currentBoundBuffer;
  30994. /** @hidden */
  30995. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30996. private _currentBufferPointers;
  30997. private _currentInstanceLocations;
  30998. private _currentInstanceBuffers;
  30999. private _textureUnits;
  31000. /** @hidden */
  31001. _workingCanvas: Nullable<HTMLCanvasElement>;
  31002. /** @hidden */
  31003. _workingContext: Nullable<CanvasRenderingContext2D>;
  31004. private _rescalePostProcess;
  31005. private _dummyFramebuffer;
  31006. private _externalData;
  31007. /** @hidden */
  31008. _bindedRenderFunction: any;
  31009. private _vaoRecordInProgress;
  31010. private _mustWipeVertexAttributes;
  31011. private _emptyTexture;
  31012. private _emptyCubeTexture;
  31013. private _emptyTexture3D;
  31014. /** @hidden */
  31015. _frameHandler: number;
  31016. private _nextFreeTextureSlots;
  31017. private _maxSimultaneousTextures;
  31018. private _activeRequests;
  31019. private _texturesSupported;
  31020. /** @hidden */
  31021. _textureFormatInUse: Nullable<string>;
  31022. /**
  31023. * Gets the list of texture formats supported
  31024. */
  31025. readonly texturesSupported: Array<string>;
  31026. /**
  31027. * Gets the list of texture formats in use
  31028. */
  31029. readonly textureFormatInUse: Nullable<string>;
  31030. /**
  31031. * Gets the current viewport
  31032. */
  31033. readonly currentViewport: Nullable<IViewportLike>;
  31034. /**
  31035. * Gets the default empty texture
  31036. */
  31037. readonly emptyTexture: InternalTexture;
  31038. /**
  31039. * Gets the default empty 3D texture
  31040. */
  31041. readonly emptyTexture3D: InternalTexture;
  31042. /**
  31043. * Gets the default empty cube texture
  31044. */
  31045. readonly emptyCubeTexture: InternalTexture;
  31046. /**
  31047. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31048. */
  31049. readonly premultipliedAlpha: boolean;
  31050. /**
  31051. * Creates a new engine
  31052. * @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
  31053. * @param antialias defines enable antialiasing (default: false)
  31054. * @param options defines further options to be sent to the getContext() function
  31055. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31056. */
  31057. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31058. /**
  31059. * Initializes a webVR display and starts listening to display change events
  31060. * The onVRDisplayChangedObservable will be notified upon these changes
  31061. * @returns The onVRDisplayChangedObservable
  31062. */
  31063. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31064. /** @hidden */
  31065. _prepareVRComponent(): void;
  31066. /** @hidden */
  31067. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31068. /** @hidden */
  31069. _submitVRFrame(): void;
  31070. /**
  31071. * Call this function to leave webVR mode
  31072. * Will do nothing if webVR is not supported or if there is no webVR device
  31073. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31074. */
  31075. disableVR(): void;
  31076. /**
  31077. * Gets a boolean indicating that the system is in VR mode and is presenting
  31078. * @returns true if VR mode is engaged
  31079. */
  31080. isVRPresenting(): boolean;
  31081. /** @hidden */
  31082. _requestVRFrame(): void;
  31083. private _disableTouchAction;
  31084. private _rebuildInternalTextures;
  31085. private _rebuildEffects;
  31086. /**
  31087. * Gets a boolean indicating if all created effects are ready
  31088. * @returns true if all effects are ready
  31089. */
  31090. areAllEffectsReady(): boolean;
  31091. private _rebuildBuffers;
  31092. private _initGLContext;
  31093. /**
  31094. * Gets version of the current webGL context
  31095. */
  31096. readonly webGLVersion: number;
  31097. /**
  31098. * Gets a string idenfifying the name of the class
  31099. * @returns "Engine" string
  31100. */
  31101. getClassName(): string;
  31102. /**
  31103. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31104. */
  31105. readonly isStencilEnable: boolean;
  31106. /** @hidden */
  31107. _prepareWorkingCanvas(): void;
  31108. /**
  31109. * Reset the texture cache to empty state
  31110. */
  31111. resetTextureCache(): void;
  31112. /**
  31113. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31114. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31115. * @returns true if engine is in deterministic lock step mode
  31116. */
  31117. isDeterministicLockStep(): boolean;
  31118. /**
  31119. * Gets the max steps when engine is running in deterministic lock step
  31120. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31121. * @returns the max steps
  31122. */
  31123. getLockstepMaxSteps(): number;
  31124. /**
  31125. * Gets an object containing information about the current webGL context
  31126. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31127. */
  31128. getGlInfo(): {
  31129. vendor: string;
  31130. renderer: string;
  31131. version: string;
  31132. };
  31133. /**
  31134. * Gets current aspect ratio
  31135. * @param viewportOwner defines the camera to use to get the aspect ratio
  31136. * @param useScreen defines if screen size must be used (or the current render target if any)
  31137. * @returns a number defining the aspect ratio
  31138. */
  31139. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31140. /**
  31141. * Gets current screen aspect ratio
  31142. * @returns a number defining the aspect ratio
  31143. */
  31144. getScreenAspectRatio(): number;
  31145. /**
  31146. * Gets the current render width
  31147. * @param useScreen defines if screen size must be used (or the current render target if any)
  31148. * @returns a number defining the current render width
  31149. */
  31150. getRenderWidth(useScreen?: boolean): number;
  31151. /**
  31152. * Gets the current render height
  31153. * @param useScreen defines if screen size must be used (or the current render target if any)
  31154. * @returns a number defining the current render height
  31155. */
  31156. getRenderHeight(useScreen?: boolean): number;
  31157. /**
  31158. * Gets the HTML canvas attached with the current webGL context
  31159. * @returns a HTML canvas
  31160. */
  31161. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31162. /**
  31163. * Gets the client rect of the HTML canvas attached with the current webGL context
  31164. * @returns a client rectanglee
  31165. */
  31166. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31167. /**
  31168. * Defines the hardware scaling level.
  31169. * By default the hardware scaling level is computed from the window device ratio.
  31170. * 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.
  31171. * @param level defines the level to use
  31172. */
  31173. setHardwareScalingLevel(level: number): void;
  31174. /**
  31175. * Gets the current hardware scaling level.
  31176. * By default the hardware scaling level is computed from the window device ratio.
  31177. * 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.
  31178. * @returns a number indicating the current hardware scaling level
  31179. */
  31180. getHardwareScalingLevel(): number;
  31181. /**
  31182. * Gets the list of loaded textures
  31183. * @returns an array containing all loaded textures
  31184. */
  31185. getLoadedTexturesCache(): InternalTexture[];
  31186. /**
  31187. * Gets the object containing all engine capabilities
  31188. * @returns the EngineCapabilities object
  31189. */
  31190. getCaps(): EngineCapabilities;
  31191. /**
  31192. * Gets the current depth function
  31193. * @returns a number defining the depth function
  31194. */
  31195. getDepthFunction(): Nullable<number>;
  31196. /**
  31197. * Sets the current depth function
  31198. * @param depthFunc defines the function to use
  31199. */
  31200. setDepthFunction(depthFunc: number): void;
  31201. /**
  31202. * Sets the current depth function to GREATER
  31203. */
  31204. setDepthFunctionToGreater(): void;
  31205. /**
  31206. * Sets the current depth function to GEQUAL
  31207. */
  31208. setDepthFunctionToGreaterOrEqual(): void;
  31209. /**
  31210. * Sets the current depth function to LESS
  31211. */
  31212. setDepthFunctionToLess(): void;
  31213. private _cachedStencilBuffer;
  31214. private _cachedStencilFunction;
  31215. private _cachedStencilMask;
  31216. private _cachedStencilOperationPass;
  31217. private _cachedStencilOperationFail;
  31218. private _cachedStencilOperationDepthFail;
  31219. private _cachedStencilReference;
  31220. /**
  31221. * Caches the the state of the stencil buffer
  31222. */
  31223. cacheStencilState(): void;
  31224. /**
  31225. * Restores the state of the stencil buffer
  31226. */
  31227. restoreStencilState(): void;
  31228. /**
  31229. * Sets the current depth function to LEQUAL
  31230. */
  31231. setDepthFunctionToLessOrEqual(): void;
  31232. /**
  31233. * Gets a boolean indicating if stencil buffer is enabled
  31234. * @returns the current stencil buffer state
  31235. */
  31236. getStencilBuffer(): boolean;
  31237. /**
  31238. * Enable or disable the stencil buffer
  31239. * @param enable defines if the stencil buffer must be enabled or disabled
  31240. */
  31241. setStencilBuffer(enable: boolean): void;
  31242. /**
  31243. * Gets the current stencil mask
  31244. * @returns a number defining the new stencil mask to use
  31245. */
  31246. getStencilMask(): number;
  31247. /**
  31248. * Sets the current stencil mask
  31249. * @param mask defines the new stencil mask to use
  31250. */
  31251. setStencilMask(mask: number): void;
  31252. /**
  31253. * Gets the current stencil function
  31254. * @returns a number defining the stencil function to use
  31255. */
  31256. getStencilFunction(): number;
  31257. /**
  31258. * Gets the current stencil reference value
  31259. * @returns a number defining the stencil reference value to use
  31260. */
  31261. getStencilFunctionReference(): number;
  31262. /**
  31263. * Gets the current stencil mask
  31264. * @returns a number defining the stencil mask to use
  31265. */
  31266. getStencilFunctionMask(): number;
  31267. /**
  31268. * Sets the current stencil function
  31269. * @param stencilFunc defines the new stencil function to use
  31270. */
  31271. setStencilFunction(stencilFunc: number): void;
  31272. /**
  31273. * Sets the current stencil reference
  31274. * @param reference defines the new stencil reference to use
  31275. */
  31276. setStencilFunctionReference(reference: number): void;
  31277. /**
  31278. * Sets the current stencil mask
  31279. * @param mask defines the new stencil mask to use
  31280. */
  31281. setStencilFunctionMask(mask: number): void;
  31282. /**
  31283. * Gets the current stencil operation when stencil fails
  31284. * @returns a number defining stencil operation to use when stencil fails
  31285. */
  31286. getStencilOperationFail(): number;
  31287. /**
  31288. * Gets the current stencil operation when depth fails
  31289. * @returns a number defining stencil operation to use when depth fails
  31290. */
  31291. getStencilOperationDepthFail(): number;
  31292. /**
  31293. * Gets the current stencil operation when stencil passes
  31294. * @returns a number defining stencil operation to use when stencil passes
  31295. */
  31296. getStencilOperationPass(): number;
  31297. /**
  31298. * Sets the stencil operation to use when stencil fails
  31299. * @param operation defines the stencil operation to use when stencil fails
  31300. */
  31301. setStencilOperationFail(operation: number): void;
  31302. /**
  31303. * Sets the stencil operation to use when depth fails
  31304. * @param operation defines the stencil operation to use when depth fails
  31305. */
  31306. setStencilOperationDepthFail(operation: number): void;
  31307. /**
  31308. * Sets the stencil operation to use when stencil passes
  31309. * @param operation defines the stencil operation to use when stencil passes
  31310. */
  31311. setStencilOperationPass(operation: number): void;
  31312. /**
  31313. * Sets a boolean indicating if the dithering state is enabled or disabled
  31314. * @param value defines the dithering state
  31315. */
  31316. setDitheringState(value: boolean): void;
  31317. /**
  31318. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31319. * @param value defines the rasterizer state
  31320. */
  31321. setRasterizerState(value: boolean): void;
  31322. /**
  31323. * stop executing a render loop function and remove it from the execution array
  31324. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31325. */
  31326. stopRenderLoop(renderFunction?: () => void): void;
  31327. /** @hidden */
  31328. _renderLoop(): void;
  31329. /**
  31330. * Register and execute a render loop. The engine can have more than one render function
  31331. * @param renderFunction defines the function to continuously execute
  31332. */
  31333. runRenderLoop(renderFunction: () => void): void;
  31334. /**
  31335. * Toggle full screen mode
  31336. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31337. */
  31338. switchFullscreen(requestPointerLock: boolean): void;
  31339. /**
  31340. * Enters full screen mode
  31341. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31342. */
  31343. enterFullscreen(requestPointerLock: boolean): void;
  31344. /**
  31345. * Exits full screen mode
  31346. */
  31347. exitFullscreen(): void;
  31348. /**
  31349. * Enters Pointerlock mode
  31350. */
  31351. enterPointerlock(): void;
  31352. /**
  31353. * Exits Pointerlock mode
  31354. */
  31355. exitPointerlock(): void;
  31356. /**
  31357. * Clear the current render buffer or the current render target (if any is set up)
  31358. * @param color defines the color to use
  31359. * @param backBuffer defines if the back buffer must be cleared
  31360. * @param depth defines if the depth buffer must be cleared
  31361. * @param stencil defines if the stencil buffer must be cleared
  31362. */
  31363. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31364. /**
  31365. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31366. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31367. * @param y defines the y-coordinate of the corner of the clear rectangle
  31368. * @param width defines the width of the clear rectangle
  31369. * @param height defines the height of the clear rectangle
  31370. * @param clearColor defines the clear color
  31371. */
  31372. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31373. /**
  31374. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31375. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31376. * @param y defines the y-coordinate of the corner of the clear rectangle
  31377. * @param width defines the width of the clear rectangle
  31378. * @param height defines the height of the clear rectangle
  31379. */
  31380. enableScissor(x: number, y: number, width: number, height: number): void;
  31381. /**
  31382. * Disable previously set scissor test rectangle
  31383. */
  31384. disableScissor(): void;
  31385. private _viewportCached;
  31386. /** @hidden */
  31387. _viewport(x: number, y: number, width: number, height: number): void;
  31388. /**
  31389. * Set the WebGL's viewport
  31390. * @param viewport defines the viewport element to be used
  31391. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31392. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31393. */
  31394. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31395. /**
  31396. * Directly set the WebGL Viewport
  31397. * @param x defines the x coordinate of the viewport (in screen space)
  31398. * @param y defines the y coordinate of the viewport (in screen space)
  31399. * @param width defines the width of the viewport (in screen space)
  31400. * @param height defines the height of the viewport (in screen space)
  31401. * @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
  31402. */
  31403. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31404. /**
  31405. * Begin a new frame
  31406. */
  31407. beginFrame(): void;
  31408. /**
  31409. * Enf the current frame
  31410. */
  31411. endFrame(): void;
  31412. /**
  31413. * Resize the view according to the canvas' size
  31414. */
  31415. resize(): void;
  31416. /**
  31417. * Force a specific size of the canvas
  31418. * @param width defines the new canvas' width
  31419. * @param height defines the new canvas' height
  31420. */
  31421. setSize(width: number, height: number): void;
  31422. /**
  31423. * Binds the frame buffer to the specified texture.
  31424. * @param texture The texture to render to or null for the default canvas
  31425. * @param faceIndex The face of the texture to render to in case of cube texture
  31426. * @param requiredWidth The width of the target to render to
  31427. * @param requiredHeight The height of the target to render to
  31428. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31429. * @param depthStencilTexture The depth stencil texture to use to render
  31430. * @param lodLevel defines le lod level to bind to the frame buffer
  31431. */
  31432. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31433. /** @hidden */
  31434. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31435. /**
  31436. * Unbind the current render target texture from the webGL context
  31437. * @param texture defines the render target texture to unbind
  31438. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31439. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31440. */
  31441. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31442. /**
  31443. * Force the mipmap generation for the given render target texture
  31444. * @param texture defines the render target texture to use
  31445. */
  31446. generateMipMapsForCubemap(texture: InternalTexture): void;
  31447. /**
  31448. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31449. */
  31450. flushFramebuffer(): void;
  31451. /**
  31452. * Unbind the current render target and bind the default framebuffer
  31453. */
  31454. restoreDefaultFramebuffer(): void;
  31455. /**
  31456. * Create an uniform buffer
  31457. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31458. * @param elements defines the content of the uniform buffer
  31459. * @returns the webGL uniform buffer
  31460. */
  31461. createUniformBuffer(elements: FloatArray): DataBuffer;
  31462. /**
  31463. * Create a dynamic uniform buffer
  31464. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31465. * @param elements defines the content of the uniform buffer
  31466. * @returns the webGL uniform buffer
  31467. */
  31468. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31469. /**
  31470. * Update an existing uniform buffer
  31471. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31472. * @param uniformBuffer defines the target uniform buffer
  31473. * @param elements defines the content to update
  31474. * @param offset defines the offset in the uniform buffer where update should start
  31475. * @param count defines the size of the data to update
  31476. */
  31477. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31478. private _resetVertexBufferBinding;
  31479. /**
  31480. * Creates a vertex buffer
  31481. * @param data the data for the vertex buffer
  31482. * @returns the new WebGL static buffer
  31483. */
  31484. createVertexBuffer(data: DataArray): DataBuffer;
  31485. /**
  31486. * Creates a dynamic vertex buffer
  31487. * @param data the data for the dynamic vertex buffer
  31488. * @returns the new WebGL dynamic buffer
  31489. */
  31490. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31491. /**
  31492. * Update a dynamic index buffer
  31493. * @param indexBuffer defines the target index buffer
  31494. * @param indices defines the data to update
  31495. * @param offset defines the offset in the target index buffer where update should start
  31496. */
  31497. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31498. /**
  31499. * Updates a dynamic vertex buffer.
  31500. * @param vertexBuffer the vertex buffer to update
  31501. * @param data the data used to update the vertex buffer
  31502. * @param byteOffset the byte offset of the data
  31503. * @param byteLength the byte length of the data
  31504. */
  31505. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31506. private _resetIndexBufferBinding;
  31507. /**
  31508. * Creates a new index buffer
  31509. * @param indices defines the content of the index buffer
  31510. * @param updatable defines if the index buffer must be updatable
  31511. * @returns a new webGL buffer
  31512. */
  31513. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31514. /**
  31515. * Bind a webGL buffer to the webGL context
  31516. * @param buffer defines the buffer to bind
  31517. */
  31518. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31519. /**
  31520. * Bind an uniform buffer to the current webGL context
  31521. * @param buffer defines the buffer to bind
  31522. */
  31523. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31524. /**
  31525. * Bind a buffer to the current webGL context at a given location
  31526. * @param buffer defines the buffer to bind
  31527. * @param location defines the index where to bind the buffer
  31528. */
  31529. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31530. /**
  31531. * Bind a specific block at a given index in a specific shader program
  31532. * @param pipelineContext defines the pipeline context to use
  31533. * @param blockName defines the block name
  31534. * @param index defines the index where to bind the block
  31535. */
  31536. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31537. private bindIndexBuffer;
  31538. private bindBuffer;
  31539. /**
  31540. * update the bound buffer with the given data
  31541. * @param data defines the data to update
  31542. */
  31543. updateArrayBuffer(data: Float32Array): void;
  31544. private _vertexAttribPointer;
  31545. private _bindIndexBufferWithCache;
  31546. private _bindVertexBuffersAttributes;
  31547. /**
  31548. * Records a vertex array object
  31549. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31550. * @param vertexBuffers defines the list of vertex buffers to store
  31551. * @param indexBuffer defines the index buffer to store
  31552. * @param effect defines the effect to store
  31553. * @returns the new vertex array object
  31554. */
  31555. recordVertexArrayObject(vertexBuffers: {
  31556. [key: string]: VertexBuffer;
  31557. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31558. /**
  31559. * Bind a specific vertex array object
  31560. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31561. * @param vertexArrayObject defines the vertex array object to bind
  31562. * @param indexBuffer defines the index buffer to bind
  31563. */
  31564. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31565. /**
  31566. * Bind webGl buffers directly to the webGL context
  31567. * @param vertexBuffer defines the vertex buffer to bind
  31568. * @param indexBuffer defines the index buffer to bind
  31569. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31570. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31571. * @param effect defines the effect associated with the vertex buffer
  31572. */
  31573. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31574. private _unbindVertexArrayObject;
  31575. /**
  31576. * Bind a list of vertex buffers to the webGL context
  31577. * @param vertexBuffers defines the list of vertex buffers to bind
  31578. * @param indexBuffer defines the index buffer to bind
  31579. * @param effect defines the effect associated with the vertex buffers
  31580. */
  31581. bindBuffers(vertexBuffers: {
  31582. [key: string]: Nullable<VertexBuffer>;
  31583. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31584. /**
  31585. * Unbind all instance attributes
  31586. */
  31587. unbindInstanceAttributes(): void;
  31588. /**
  31589. * Release and free the memory of a vertex array object
  31590. * @param vao defines the vertex array object to delete
  31591. */
  31592. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31593. /** @hidden */
  31594. _releaseBuffer(buffer: DataBuffer): boolean;
  31595. /**
  31596. * Creates a webGL buffer to use with instanciation
  31597. * @param capacity defines the size of the buffer
  31598. * @returns the webGL buffer
  31599. */
  31600. createInstancesBuffer(capacity: number): DataBuffer;
  31601. /**
  31602. * Delete a webGL buffer used with instanciation
  31603. * @param buffer defines the webGL buffer to delete
  31604. */
  31605. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31606. /**
  31607. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31608. * @param instancesBuffer defines the webGL buffer to update and bind
  31609. * @param data defines the data to store in the buffer
  31610. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31611. */
  31612. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31613. /**
  31614. * Apply all cached states (depth, culling, stencil and alpha)
  31615. */
  31616. applyStates(): void;
  31617. /**
  31618. * Send a draw order
  31619. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31620. * @param indexStart defines the starting index
  31621. * @param indexCount defines the number of index to draw
  31622. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31623. */
  31624. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31625. /**
  31626. * Draw a list of points
  31627. * @param verticesStart defines the index of first vertex to draw
  31628. * @param verticesCount defines the count of vertices to draw
  31629. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31630. */
  31631. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31632. /**
  31633. * Draw a list of unindexed primitives
  31634. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31635. * @param verticesStart defines the index of first vertex to draw
  31636. * @param verticesCount defines the count of vertices to draw
  31637. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31638. */
  31639. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31640. /**
  31641. * Draw a list of indexed primitives
  31642. * @param fillMode defines the primitive to use
  31643. * @param indexStart defines the starting index
  31644. * @param indexCount defines the number of index to draw
  31645. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31646. */
  31647. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31648. /**
  31649. * Draw a list of unindexed primitives
  31650. * @param fillMode defines the primitive to use
  31651. * @param verticesStart defines the index of first vertex to draw
  31652. * @param verticesCount defines the count of vertices to draw
  31653. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31654. */
  31655. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31656. private _drawMode;
  31657. /** @hidden */
  31658. _releaseEffect(effect: Effect): void;
  31659. /** @hidden */
  31660. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31661. /**
  31662. * Create a new effect (used to store vertex/fragment shaders)
  31663. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31664. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31665. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31666. * @param samplers defines an array of string used to represent textures
  31667. * @param defines defines the string containing the defines to use to compile the shaders
  31668. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31669. * @param onCompiled defines a function to call when the effect creation is successful
  31670. * @param onError defines a function to call when the effect creation has failed
  31671. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31672. * @returns the new Effect
  31673. */
  31674. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31675. private _compileShader;
  31676. private _compileRawShader;
  31677. /**
  31678. * Directly creates a webGL program
  31679. * @param pipelineContext defines the pipeline context to attach to
  31680. * @param vertexCode defines the vertex shader code to use
  31681. * @param fragmentCode defines the fragment shader code to use
  31682. * @param context defines the webGL context to use (if not set, the current one will be used)
  31683. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31684. * @returns the new webGL program
  31685. */
  31686. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31687. /**
  31688. * Creates a webGL program
  31689. * @param pipelineContext defines the pipeline context to attach to
  31690. * @param vertexCode defines the vertex shader code to use
  31691. * @param fragmentCode defines the fragment shader code to use
  31692. * @param defines defines the string containing the defines to use to compile the shaders
  31693. * @param context defines the webGL context to use (if not set, the current one will be used)
  31694. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31695. * @returns the new webGL program
  31696. */
  31697. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31698. /**
  31699. * Creates a new pipeline context
  31700. * @returns the new pipeline
  31701. */
  31702. createPipelineContext(): WebGLPipelineContext;
  31703. private _createShaderProgram;
  31704. private _finalizePipelineContext;
  31705. /** @hidden */
  31706. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31707. /** @hidden */
  31708. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31709. /** @hidden */
  31710. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31711. /**
  31712. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31713. * @param pipelineContext defines the pipeline context to use
  31714. * @param uniformsNames defines the list of uniform names
  31715. * @returns an array of webGL uniform locations
  31716. */
  31717. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31718. /**
  31719. * Gets the lsit of active attributes for a given webGL program
  31720. * @param pipelineContext defines the pipeline context to use
  31721. * @param attributesNames defines the list of attribute names to get
  31722. * @returns an array of indices indicating the offset of each attribute
  31723. */
  31724. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31725. /**
  31726. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31727. * @param effect defines the effect to activate
  31728. */
  31729. enableEffect(effect: Nullable<Effect>): void;
  31730. /**
  31731. * Set the value of an uniform to an array of int32
  31732. * @param uniform defines the webGL uniform location where to store the value
  31733. * @param array defines the array of int32 to store
  31734. */
  31735. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31736. /**
  31737. * Set the value of an uniform to an array of int32 (stored as vec2)
  31738. * @param uniform defines the webGL uniform location where to store the value
  31739. * @param array defines the array of int32 to store
  31740. */
  31741. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31742. /**
  31743. * Set the value of an uniform to an array of int32 (stored as vec3)
  31744. * @param uniform defines the webGL uniform location where to store the value
  31745. * @param array defines the array of int32 to store
  31746. */
  31747. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31748. /**
  31749. * Set the value of an uniform to an array of int32 (stored as vec4)
  31750. * @param uniform defines the webGL uniform location where to store the value
  31751. * @param array defines the array of int32 to store
  31752. */
  31753. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31754. /**
  31755. * Set the value of an uniform to an array of float32
  31756. * @param uniform defines the webGL uniform location where to store the value
  31757. * @param array defines the array of float32 to store
  31758. */
  31759. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31760. /**
  31761. * Set the value of an uniform to an array of float32 (stored as vec2)
  31762. * @param uniform defines the webGL uniform location where to store the value
  31763. * @param array defines the array of float32 to store
  31764. */
  31765. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31766. /**
  31767. * Set the value of an uniform to an array of float32 (stored as vec3)
  31768. * @param uniform defines the webGL uniform location where to store the value
  31769. * @param array defines the array of float32 to store
  31770. */
  31771. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31772. /**
  31773. * Set the value of an uniform to an array of float32 (stored as vec4)
  31774. * @param uniform defines the webGL uniform location where to store the value
  31775. * @param array defines the array of float32 to store
  31776. */
  31777. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31778. /**
  31779. * Set the value of an uniform to an array of number
  31780. * @param uniform defines the webGL uniform location where to store the value
  31781. * @param array defines the array of number to store
  31782. */
  31783. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31784. /**
  31785. * Set the value of an uniform to an array of number (stored as vec2)
  31786. * @param uniform defines the webGL uniform location where to store the value
  31787. * @param array defines the array of number to store
  31788. */
  31789. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31790. /**
  31791. * Set the value of an uniform to an array of number (stored as vec3)
  31792. * @param uniform defines the webGL uniform location where to store the value
  31793. * @param array defines the array of number to store
  31794. */
  31795. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31796. /**
  31797. * Set the value of an uniform to an array of number (stored as vec4)
  31798. * @param uniform defines the webGL uniform location where to store the value
  31799. * @param array defines the array of number to store
  31800. */
  31801. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31802. /**
  31803. * Set the value of an uniform to an array of float32 (stored as matrices)
  31804. * @param uniform defines the webGL uniform location where to store the value
  31805. * @param matrices defines the array of float32 to store
  31806. */
  31807. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31808. /**
  31809. * Set the value of an uniform to a matrix (3x3)
  31810. * @param uniform defines the webGL uniform location where to store the value
  31811. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31812. */
  31813. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31814. /**
  31815. * Set the value of an uniform to a matrix (2x2)
  31816. * @param uniform defines the webGL uniform location where to store the value
  31817. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31818. */
  31819. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31820. /**
  31821. * Set the value of an uniform to a number (int)
  31822. * @param uniform defines the webGL uniform location where to store the value
  31823. * @param value defines the int number to store
  31824. */
  31825. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31826. /**
  31827. * Set the value of an uniform to a number (float)
  31828. * @param uniform defines the webGL uniform location where to store the value
  31829. * @param value defines the float number to store
  31830. */
  31831. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31832. /**
  31833. * Set the value of an uniform to a vec2
  31834. * @param uniform defines the webGL uniform location where to store the value
  31835. * @param x defines the 1st component of the value
  31836. * @param y defines the 2nd component of the value
  31837. */
  31838. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31839. /**
  31840. * Set the value of an uniform to a vec3
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param x defines the 1st component of the value
  31843. * @param y defines the 2nd component of the value
  31844. * @param z defines the 3rd component of the value
  31845. */
  31846. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31847. /**
  31848. * Set the value of an uniform to a boolean
  31849. * @param uniform defines the webGL uniform location where to store the value
  31850. * @param bool defines the boolean to store
  31851. */
  31852. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31853. /**
  31854. * Set the value of an uniform to a vec4
  31855. * @param uniform defines the webGL uniform location where to store the value
  31856. * @param x defines the 1st component of the value
  31857. * @param y defines the 2nd component of the value
  31858. * @param z defines the 3rd component of the value
  31859. * @param w defines the 4th component of the value
  31860. */
  31861. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31862. /**
  31863. * Sets a Color4 on a uniform variable
  31864. * @param uniform defines the uniform location
  31865. * @param color4 defines the value to be set
  31866. */
  31867. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31868. /**
  31869. * Set various states to the webGL context
  31870. * @param culling defines backface culling state
  31871. * @param zOffset defines the value to apply to zOffset (0 by default)
  31872. * @param force defines if states must be applied even if cache is up to date
  31873. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31874. */
  31875. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31876. /**
  31877. * Set the z offset to apply to current rendering
  31878. * @param value defines the offset to apply
  31879. */
  31880. setZOffset(value: number): void;
  31881. /**
  31882. * Gets the current value of the zOffset
  31883. * @returns the current zOffset state
  31884. */
  31885. getZOffset(): number;
  31886. /**
  31887. * Enable or disable depth buffering
  31888. * @param enable defines the state to set
  31889. */
  31890. setDepthBuffer(enable: boolean): void;
  31891. /**
  31892. * Gets a boolean indicating if depth writing is enabled
  31893. * @returns the current depth writing state
  31894. */
  31895. getDepthWrite(): boolean;
  31896. /**
  31897. * Enable or disable depth writing
  31898. * @param enable defines the state to set
  31899. */
  31900. setDepthWrite(enable: boolean): void;
  31901. /**
  31902. * Enable or disable color writing
  31903. * @param enable defines the state to set
  31904. */
  31905. setColorWrite(enable: boolean): void;
  31906. /**
  31907. * Gets a boolean indicating if color writing is enabled
  31908. * @returns the current color writing state
  31909. */
  31910. getColorWrite(): boolean;
  31911. /**
  31912. * Sets alpha constants used by some alpha blending modes
  31913. * @param r defines the red component
  31914. * @param g defines the green component
  31915. * @param b defines the blue component
  31916. * @param a defines the alpha component
  31917. */
  31918. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31919. /**
  31920. * Sets the current alpha mode
  31921. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31922. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31923. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31924. */
  31925. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31926. /**
  31927. * Gets the current alpha mode
  31928. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31929. * @returns the current alpha mode
  31930. */
  31931. getAlphaMode(): number;
  31932. /**
  31933. * Clears the list of texture accessible through engine.
  31934. * This can help preventing texture load conflict due to name collision.
  31935. */
  31936. clearInternalTexturesCache(): void;
  31937. /**
  31938. * Force the entire cache to be cleared
  31939. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31940. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31941. */
  31942. wipeCaches(bruteForce?: boolean): void;
  31943. /**
  31944. * Set the compressed texture format to use, based on the formats you have, and the formats
  31945. * supported by the hardware / browser.
  31946. *
  31947. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31948. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31949. * to API arguments needed to compressed textures. This puts the burden on the container
  31950. * generator to house the arcane code for determining these for current & future formats.
  31951. *
  31952. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31953. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31954. *
  31955. * Note: The result of this call is not taken into account when a texture is base64.
  31956. *
  31957. * @param formatsAvailable defines the list of those format families you have created
  31958. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31959. *
  31960. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31961. * @returns The extension selected.
  31962. */
  31963. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31964. /** @hidden */
  31965. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31966. min: number;
  31967. mag: number;
  31968. };
  31969. /** @hidden */
  31970. _createTexture(): WebGLTexture;
  31971. /**
  31972. * Usually called from Texture.ts.
  31973. * Passed information to create a WebGLTexture
  31974. * @param urlArg defines a value which contains one of the following:
  31975. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31976. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31977. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31978. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31979. * @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)
  31980. * @param scene needed for loading to the correct scene
  31981. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31982. * @param onLoad optional callback to be called upon successful completion
  31983. * @param onError optional callback to be called upon failure
  31984. * @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
  31985. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31986. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31987. * @param forcedExtension defines the extension to use to pick the right loader
  31988. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31989. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31990. */
  31991. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  31992. /**
  31993. * @hidden
  31994. * Rescales a texture
  31995. * @param source input texutre
  31996. * @param destination destination texture
  31997. * @param scene scene to use to render the resize
  31998. * @param internalFormat format to use when resizing
  31999. * @param onComplete callback to be called when resize has completed
  32000. */
  32001. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32002. private _unpackFlipYCached;
  32003. /**
  32004. * In case you are sharing the context with other applications, it might
  32005. * be interested to not cache the unpack flip y state to ensure a consistent
  32006. * value would be set.
  32007. */
  32008. enableUnpackFlipYCached: boolean;
  32009. /** @hidden */
  32010. _unpackFlipY(value: boolean): void;
  32011. /** @hidden */
  32012. _getUnpackAlignement(): number;
  32013. /**
  32014. * Creates a dynamic texture
  32015. * @param width defines the width of the texture
  32016. * @param height defines the height of the texture
  32017. * @param generateMipMaps defines if the engine should generate the mip levels
  32018. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32019. * @returns the dynamic texture inside an InternalTexture
  32020. */
  32021. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32022. /**
  32023. * Update the sampling mode of a given texture
  32024. * @param samplingMode defines the required sampling mode
  32025. * @param texture defines the texture to update
  32026. */
  32027. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32028. /**
  32029. * Update the content of a dynamic texture
  32030. * @param texture defines the texture to update
  32031. * @param canvas defines the canvas containing the source
  32032. * @param invertY defines if data must be stored with Y axis inverted
  32033. * @param premulAlpha defines if alpha is stored as premultiplied
  32034. * @param format defines the format of the data
  32035. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32036. */
  32037. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32038. /**
  32039. * Update a video texture
  32040. * @param texture defines the texture to update
  32041. * @param video defines the video element to use
  32042. * @param invertY defines if data must be stored with Y axis inverted
  32043. */
  32044. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32045. /**
  32046. * Updates a depth texture Comparison Mode and Function.
  32047. * If the comparison Function is equal to 0, the mode will be set to none.
  32048. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32049. * @param texture The texture to set the comparison function for
  32050. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32051. */
  32052. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32053. /** @hidden */
  32054. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32055. width: number;
  32056. height: number;
  32057. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32058. /**
  32059. * Creates a depth stencil texture.
  32060. * This is only available in WebGL 2 or with the depth texture extension available.
  32061. * @param size The size of face edge in the texture.
  32062. * @param options The options defining the texture.
  32063. * @returns The texture
  32064. */
  32065. createDepthStencilTexture(size: number | {
  32066. width: number;
  32067. height: number;
  32068. }, options: DepthTextureCreationOptions): InternalTexture;
  32069. /**
  32070. * Creates a depth stencil texture.
  32071. * This is only available in WebGL 2 or with the depth texture extension available.
  32072. * @param size The size of face edge in the texture.
  32073. * @param options The options defining the texture.
  32074. * @returns The texture
  32075. */
  32076. private _createDepthStencilTexture;
  32077. /**
  32078. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32079. * @param renderTarget The render target to set the frame buffer for
  32080. */
  32081. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32082. /**
  32083. * Creates a new render target texture
  32084. * @param size defines the size of the texture
  32085. * @param options defines the options used to create the texture
  32086. * @returns a new render target texture stored in an InternalTexture
  32087. */
  32088. createRenderTargetTexture(size: number | {
  32089. width: number;
  32090. height: number;
  32091. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32092. /** @hidden */
  32093. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32094. /**
  32095. * Updates the sample count of a render target texture
  32096. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32097. * @param texture defines the texture to update
  32098. * @param samples defines the sample count to set
  32099. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32100. */
  32101. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32102. /** @hidden */
  32103. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32104. /** @hidden */
  32105. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32106. /** @hidden */
  32107. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32108. /** @hidden */
  32109. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32110. /**
  32111. * @hidden
  32112. */
  32113. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32114. private _prepareWebGLTextureContinuation;
  32115. private _prepareWebGLTexture;
  32116. /** @hidden */
  32117. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32118. /** @hidden */
  32119. _releaseFramebufferObjects(texture: InternalTexture): void;
  32120. /** @hidden */
  32121. _releaseTexture(texture: InternalTexture): void;
  32122. private setProgram;
  32123. private _boundUniforms;
  32124. /**
  32125. * Binds an effect to the webGL context
  32126. * @param effect defines the effect to bind
  32127. */
  32128. bindSamplers(effect: Effect): void;
  32129. private _activateCurrentTexture;
  32130. /** @hidden */
  32131. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32132. /** @hidden */
  32133. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32134. /**
  32135. * Sets a texture to the webGL context from a postprocess
  32136. * @param channel defines the channel to use
  32137. * @param postProcess defines the source postprocess
  32138. */
  32139. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32140. /**
  32141. * Binds the output of the passed in post process to the texture channel specified
  32142. * @param channel The channel the texture should be bound to
  32143. * @param postProcess The post process which's output should be bound
  32144. */
  32145. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32146. /**
  32147. * Unbind all textures from the webGL context
  32148. */
  32149. unbindAllTextures(): void;
  32150. /**
  32151. * Sets a texture to the according uniform.
  32152. * @param channel The texture channel
  32153. * @param uniform The uniform to set
  32154. * @param texture The texture to apply
  32155. */
  32156. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32157. /**
  32158. * Sets a depth stencil texture from a render target to the according uniform.
  32159. * @param channel The texture channel
  32160. * @param uniform The uniform to set
  32161. * @param texture The render target texture containing the depth stencil texture to apply
  32162. */
  32163. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32164. private _bindSamplerUniformToChannel;
  32165. private _getTextureWrapMode;
  32166. private _setTexture;
  32167. /**
  32168. * Sets an array of texture to the webGL context
  32169. * @param channel defines the channel where the texture array must be set
  32170. * @param uniform defines the associated uniform location
  32171. * @param textures defines the array of textures to bind
  32172. */
  32173. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32174. /** @hidden */
  32175. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32176. private _setTextureParameterFloat;
  32177. private _setTextureParameterInteger;
  32178. /**
  32179. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32180. * @param x defines the x coordinate of the rectangle where pixels must be read
  32181. * @param y defines the y coordinate of the rectangle where pixels must be read
  32182. * @param width defines the width of the rectangle where pixels must be read
  32183. * @param height defines the height of the rectangle where pixels must be read
  32184. * @returns a Uint8Array containing RGBA colors
  32185. */
  32186. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32187. /**
  32188. * Add an externaly attached data from its key.
  32189. * This method call will fail and return false, if such key already exists.
  32190. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32191. * @param key the unique key that identifies the data
  32192. * @param data the data object to associate to the key for this Engine instance
  32193. * @return true if no such key were already present and the data was added successfully, false otherwise
  32194. */
  32195. addExternalData<T>(key: string, data: T): boolean;
  32196. /**
  32197. * Get an externaly attached data from its key
  32198. * @param key the unique key that identifies the data
  32199. * @return the associated data, if present (can be null), or undefined if not present
  32200. */
  32201. getExternalData<T>(key: string): T;
  32202. /**
  32203. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32204. * @param key the unique key that identifies the data
  32205. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32206. * @return the associated data, can be null if the factory returned null.
  32207. */
  32208. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32209. /**
  32210. * Remove an externaly attached data from the Engine instance
  32211. * @param key the unique key that identifies the data
  32212. * @return true if the data was successfully removed, false if it doesn't exist
  32213. */
  32214. removeExternalData(key: string): boolean;
  32215. /**
  32216. * Unbind all vertex attributes from the webGL context
  32217. */
  32218. unbindAllAttributes(): void;
  32219. /**
  32220. * 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
  32221. */
  32222. releaseEffects(): void;
  32223. /**
  32224. * Dispose and release all associated resources
  32225. */
  32226. dispose(): void;
  32227. /**
  32228. * Display the loading screen
  32229. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32230. */
  32231. displayLoadingUI(): void;
  32232. /**
  32233. * Hide the loading screen
  32234. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32235. */
  32236. hideLoadingUI(): void;
  32237. /**
  32238. * Gets the current loading screen object
  32239. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32240. */
  32241. /**
  32242. * Sets the current loading screen object
  32243. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32244. */
  32245. loadingScreen: ILoadingScreen;
  32246. /**
  32247. * Sets the current loading screen text
  32248. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32249. */
  32250. loadingUIText: string;
  32251. /**
  32252. * Sets the current loading screen background color
  32253. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32254. */
  32255. loadingUIBackgroundColor: string;
  32256. /**
  32257. * Attach a new callback raised when context lost event is fired
  32258. * @param callback defines the callback to call
  32259. */
  32260. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32261. /**
  32262. * Attach a new callback raised when context restored event is fired
  32263. * @param callback defines the callback to call
  32264. */
  32265. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32266. /**
  32267. * Gets the source code of the vertex shader associated with a specific webGL program
  32268. * @param program defines the program to use
  32269. * @returns a string containing the source code of the vertex shader associated with the program
  32270. */
  32271. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32272. /**
  32273. * Gets the source code of the fragment shader associated with a specific webGL program
  32274. * @param program defines the program to use
  32275. * @returns a string containing the source code of the fragment shader associated with the program
  32276. */
  32277. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32278. /**
  32279. * Get the current error code of the webGL context
  32280. * @returns the error code
  32281. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32282. */
  32283. getError(): number;
  32284. /**
  32285. * Gets the current framerate
  32286. * @returns a number representing the framerate
  32287. */
  32288. getFps(): number;
  32289. /**
  32290. * Gets the time spent between current and previous frame
  32291. * @returns a number representing the delta time in ms
  32292. */
  32293. getDeltaTime(): number;
  32294. private _measureFps;
  32295. /** @hidden */
  32296. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32297. private _canRenderToFloatFramebuffer;
  32298. private _canRenderToHalfFloatFramebuffer;
  32299. private _canRenderToFramebuffer;
  32300. /** @hidden */
  32301. _getWebGLTextureType(type: number): number;
  32302. /** @hidden */
  32303. _getInternalFormat(format: number): number;
  32304. /** @hidden */
  32305. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32306. /** @hidden */
  32307. _getRGBAMultiSampleBufferFormat(type: number): number;
  32308. /** @hidden */
  32309. _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;
  32310. /** @hidden */
  32311. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32312. /**
  32313. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32314. * @returns true if the engine can be created
  32315. * @ignorenaming
  32316. */
  32317. static isSupported(): boolean;
  32318. /**
  32319. * Find the next highest power of two.
  32320. * @param x Number to start search from.
  32321. * @return Next highest power of two.
  32322. */
  32323. static CeilingPOT(x: number): number;
  32324. /**
  32325. * Find the next lowest power of two.
  32326. * @param x Number to start search from.
  32327. * @return Next lowest power of two.
  32328. */
  32329. static FloorPOT(x: number): number;
  32330. /**
  32331. * Find the nearest power of two.
  32332. * @param x Number to start search from.
  32333. * @return Next nearest power of two.
  32334. */
  32335. static NearestPOT(x: number): number;
  32336. /**
  32337. * Get the closest exponent of two
  32338. * @param value defines the value to approximate
  32339. * @param max defines the maximum value to return
  32340. * @param mode defines how to define the closest value
  32341. * @returns closest exponent of two of the given value
  32342. */
  32343. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32344. /**
  32345. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32346. * @param func - the function to be called
  32347. * @param requester - the object that will request the next frame. Falls back to window.
  32348. * @returns frame number
  32349. */
  32350. static QueueNewFrame(func: () => void, requester?: any): number;
  32351. /**
  32352. * Ask the browser to promote the current element to pointerlock mode
  32353. * @param element defines the DOM element to promote
  32354. */
  32355. static _RequestPointerlock(element: HTMLElement): void;
  32356. /**
  32357. * Asks the browser to exit pointerlock mode
  32358. */
  32359. static _ExitPointerlock(): void;
  32360. /**
  32361. * Ask the browser to promote the current element to fullscreen rendering mode
  32362. * @param element defines the DOM element to promote
  32363. */
  32364. static _RequestFullscreen(element: HTMLElement): void;
  32365. /**
  32366. * Asks the browser to exit fullscreen mode
  32367. */
  32368. static _ExitFullscreen(): void;
  32369. }
  32370. }
  32371. declare module "babylonjs/Engines/engineStore" {
  32372. import { Nullable } from "babylonjs/types";
  32373. import { Engine } from "babylonjs/Engines/engine";
  32374. import { Scene } from "babylonjs/scene";
  32375. /**
  32376. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32377. * during the life time of the application.
  32378. */
  32379. export class EngineStore {
  32380. /** Gets the list of created engines */
  32381. static Instances: import("babylonjs/Engines/engine").Engine[];
  32382. /** @hidden */
  32383. static _LastCreatedScene: Nullable<Scene>;
  32384. /**
  32385. * Gets the latest created engine
  32386. */
  32387. static readonly LastCreatedEngine: Nullable<Engine>;
  32388. /**
  32389. * Gets the latest created scene
  32390. */
  32391. static readonly LastCreatedScene: Nullable<Scene>;
  32392. /**
  32393. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32394. * @ignorenaming
  32395. */
  32396. static UseFallbackTexture: boolean;
  32397. /**
  32398. * Texture content used if a texture cannot loaded
  32399. * @ignorenaming
  32400. */
  32401. static FallbackTexture: string;
  32402. }
  32403. }
  32404. declare module "babylonjs/Misc/promise" {
  32405. /**
  32406. * Helper class that provides a small promise polyfill
  32407. */
  32408. export class PromisePolyfill {
  32409. /**
  32410. * Static function used to check if the polyfill is required
  32411. * If this is the case then the function will inject the polyfill to window.Promise
  32412. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32413. */
  32414. static Apply(force?: boolean): void;
  32415. }
  32416. }
  32417. declare module "babylonjs/Misc/tools" {
  32418. import { Nullable, float } from "babylonjs/types";
  32419. import { DomManagement } from "babylonjs/Misc/domManagement";
  32420. import { WebRequest } from "babylonjs/Misc/webRequest";
  32421. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32422. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32423. import { Camera } from "babylonjs/Cameras/camera";
  32424. import { Engine } from "babylonjs/Engines/engine";
  32425. interface IColor4Like {
  32426. r: float;
  32427. g: float;
  32428. b: float;
  32429. a: float;
  32430. }
  32431. /**
  32432. * Class containing a set of static utilities functions
  32433. */
  32434. export class Tools {
  32435. /**
  32436. * Gets or sets the base URL to use to load assets
  32437. */
  32438. static BaseUrl: string;
  32439. /**
  32440. * Enable/Disable Custom HTTP Request Headers globally.
  32441. * default = false
  32442. * @see CustomRequestHeaders
  32443. */
  32444. static UseCustomRequestHeaders: boolean;
  32445. /**
  32446. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32447. * i.e. when loading files, where the server/service expects an Authorization header
  32448. */
  32449. static CustomRequestHeaders: {
  32450. [key: string]: string;
  32451. };
  32452. /**
  32453. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32454. */
  32455. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32456. /**
  32457. * Default behaviour for cors in the application.
  32458. * It can be a string if the expected behavior is identical in the entire app.
  32459. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32460. */
  32461. static CorsBehavior: string | ((url: string | string[]) => string);
  32462. /**
  32463. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32464. * @ignorenaming
  32465. */
  32466. static UseFallbackTexture: boolean;
  32467. /**
  32468. * Use this object to register external classes like custom textures or material
  32469. * to allow the laoders to instantiate them
  32470. */
  32471. static RegisteredExternalClasses: {
  32472. [key: string]: Object;
  32473. };
  32474. /**
  32475. * Texture content used if a texture cannot loaded
  32476. * @ignorenaming
  32477. */
  32478. static fallbackTexture: string;
  32479. /**
  32480. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32481. * @param u defines the coordinate on X axis
  32482. * @param v defines the coordinate on Y axis
  32483. * @param width defines the width of the source data
  32484. * @param height defines the height of the source data
  32485. * @param pixels defines the source byte array
  32486. * @param color defines the output color
  32487. */
  32488. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32489. /**
  32490. * Interpolates between a and b via alpha
  32491. * @param a The lower value (returned when alpha = 0)
  32492. * @param b The upper value (returned when alpha = 1)
  32493. * @param alpha The interpolation-factor
  32494. * @return The mixed value
  32495. */
  32496. static Mix(a: number, b: number, alpha: number): number;
  32497. /**
  32498. * Tries to instantiate a new object from a given class name
  32499. * @param className defines the class name to instantiate
  32500. * @returns the new object or null if the system was not able to do the instantiation
  32501. */
  32502. static Instantiate(className: string): any;
  32503. /**
  32504. * Provides a slice function that will work even on IE
  32505. * @param data defines the array to slice
  32506. * @param start defines the start of the data (optional)
  32507. * @param end defines the end of the data (optional)
  32508. * @returns the new sliced array
  32509. */
  32510. static Slice<T>(data: T, start?: number, end?: number): T;
  32511. /**
  32512. * Polyfill for setImmediate
  32513. * @param action defines the action to execute after the current execution block
  32514. */
  32515. static SetImmediate(action: () => void): void;
  32516. /**
  32517. * Function indicating if a number is an exponent of 2
  32518. * @param value defines the value to test
  32519. * @returns true if the value is an exponent of 2
  32520. */
  32521. static IsExponentOfTwo(value: number): boolean;
  32522. private static _tmpFloatArray;
  32523. /**
  32524. * Returns the nearest 32-bit single precision float representation of a Number
  32525. * @param value A Number. If the parameter is of a different type, it will get converted
  32526. * to a number or to NaN if it cannot be converted
  32527. * @returns number
  32528. */
  32529. static FloatRound(value: number): number;
  32530. /**
  32531. * Extracts the filename from a path
  32532. * @param path defines the path to use
  32533. * @returns the filename
  32534. */
  32535. static GetFilename(path: string): string;
  32536. /**
  32537. * Extracts the "folder" part of a path (everything before the filename).
  32538. * @param uri The URI to extract the info from
  32539. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32540. * @returns The "folder" part of the path
  32541. */
  32542. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32543. /**
  32544. * Extracts text content from a DOM element hierarchy
  32545. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32546. */
  32547. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32548. /**
  32549. * Convert an angle in radians to degrees
  32550. * @param angle defines the angle to convert
  32551. * @returns the angle in degrees
  32552. */
  32553. static ToDegrees(angle: number): number;
  32554. /**
  32555. * Convert an angle in degrees to radians
  32556. * @param angle defines the angle to convert
  32557. * @returns the angle in radians
  32558. */
  32559. static ToRadians(angle: number): number;
  32560. /**
  32561. * Encode a buffer to a base64 string
  32562. * @param buffer defines the buffer to encode
  32563. * @returns the encoded string
  32564. */
  32565. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32566. /**
  32567. * Returns an array if obj is not an array
  32568. * @param obj defines the object to evaluate as an array
  32569. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32570. * @returns either obj directly if obj is an array or a new array containing obj
  32571. */
  32572. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32573. /**
  32574. * Gets the pointer prefix to use
  32575. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32576. */
  32577. static GetPointerPrefix(): string;
  32578. /**
  32579. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32580. * @param url define the url we are trying
  32581. * @param element define the dom element where to configure the cors policy
  32582. */
  32583. static SetCorsBehavior(url: string | string[], element: {
  32584. crossOrigin: string | null;
  32585. }): void;
  32586. /**
  32587. * Removes unwanted characters from an url
  32588. * @param url defines the url to clean
  32589. * @returns the cleaned url
  32590. */
  32591. static CleanUrl(url: string): string;
  32592. /**
  32593. * Gets or sets a function used to pre-process url before using them to load assets
  32594. */
  32595. static PreprocessUrl: (url: string) => string;
  32596. /**
  32597. * Loads an image as an HTMLImageElement.
  32598. * @param input url string, ArrayBuffer, or Blob to load
  32599. * @param onLoad callback called when the image successfully loads
  32600. * @param onError callback called when the image fails to load
  32601. * @param offlineProvider offline provider for caching
  32602. * @returns the HTMLImageElement of the loaded image
  32603. */
  32604. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32605. /**
  32606. * Loads a file
  32607. * @param url url string, ArrayBuffer, or Blob to load
  32608. * @param onSuccess callback called when the file successfully loads
  32609. * @param onProgress callback called while file is loading (if the server supports this mode)
  32610. * @param offlineProvider defines the offline provider for caching
  32611. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32612. * @param onError callback called when the file fails to load
  32613. * @returns a file request object
  32614. */
  32615. 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;
  32616. /**
  32617. * Loads a file from a url
  32618. * @param url the file url to load
  32619. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32620. */
  32621. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32622. /**
  32623. * Load a script (identified by an url). When the url returns, the
  32624. * content of this file is added into a new script element, attached to the DOM (body element)
  32625. * @param scriptUrl defines the url of the script to laod
  32626. * @param onSuccess defines the callback called when the script is loaded
  32627. * @param onError defines the callback to call if an error occurs
  32628. * @param scriptId defines the id of the script element
  32629. */
  32630. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32631. /**
  32632. * Load an asynchronous script (identified by an url). When the url returns, the
  32633. * content of this file is added into a new script element, attached to the DOM (body element)
  32634. * @param scriptUrl defines the url of the script to laod
  32635. * @param scriptId defines the id of the script element
  32636. * @returns a promise request object
  32637. */
  32638. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32639. /**
  32640. * Loads a file from a blob
  32641. * @param fileToLoad defines the blob to use
  32642. * @param callback defines the callback to call when data is loaded
  32643. * @param progressCallback defines the callback to call during loading process
  32644. * @returns a file request object
  32645. */
  32646. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32647. /**
  32648. * Loads a file
  32649. * @param fileToLoad defines the file to load
  32650. * @param callback defines the callback to call when data is loaded
  32651. * @param progressCallBack defines the callback to call during loading process
  32652. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32653. * @returns a file request object
  32654. */
  32655. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32656. /**
  32657. * Creates a data url from a given string content
  32658. * @param content defines the content to convert
  32659. * @returns the new data url link
  32660. */
  32661. static FileAsURL(content: string): string;
  32662. /**
  32663. * Format the given number to a specific decimal format
  32664. * @param value defines the number to format
  32665. * @param decimals defines the number of decimals to use
  32666. * @returns the formatted string
  32667. */
  32668. static Format(value: number, decimals?: number): string;
  32669. /**
  32670. * Tries to copy an object by duplicating every property
  32671. * @param source defines the source object
  32672. * @param destination defines the target object
  32673. * @param doNotCopyList defines a list of properties to avoid
  32674. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32675. */
  32676. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32677. /**
  32678. * Gets a boolean indicating if the given object has no own property
  32679. * @param obj defines the object to test
  32680. * @returns true if object has no own property
  32681. */
  32682. static IsEmpty(obj: any): boolean;
  32683. /**
  32684. * Function used to register events at window level
  32685. * @param events defines the events to register
  32686. */
  32687. static RegisterTopRootEvents(events: {
  32688. name: string;
  32689. handler: Nullable<(e: FocusEvent) => any>;
  32690. }[]): void;
  32691. /**
  32692. * Function used to unregister events from window level
  32693. * @param events defines the events to unregister
  32694. */
  32695. static UnregisterTopRootEvents(events: {
  32696. name: string;
  32697. handler: Nullable<(e: FocusEvent) => any>;
  32698. }[]): void;
  32699. /**
  32700. * @ignore
  32701. */
  32702. static _ScreenshotCanvas: HTMLCanvasElement;
  32703. /**
  32704. * Dumps the current bound framebuffer
  32705. * @param width defines the rendering width
  32706. * @param height defines the rendering height
  32707. * @param engine defines the hosting engine
  32708. * @param successCallback defines the callback triggered once the data are available
  32709. * @param mimeType defines the mime type of the result
  32710. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32711. */
  32712. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32713. /**
  32714. * Converts the canvas data to blob.
  32715. * This acts as a polyfill for browsers not supporting the to blob function.
  32716. * @param canvas Defines the canvas to extract the data from
  32717. * @param successCallback Defines the callback triggered once the data are available
  32718. * @param mimeType Defines the mime type of the result
  32719. */
  32720. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32721. /**
  32722. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32723. * @param successCallback defines the callback triggered once the data are available
  32724. * @param mimeType defines the mime type of the result
  32725. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32726. */
  32727. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32728. /**
  32729. * Downloads a blob in the browser
  32730. * @param blob defines the blob to download
  32731. * @param fileName defines the name of the downloaded file
  32732. */
  32733. static Download(blob: Blob, fileName: string): void;
  32734. /**
  32735. * Captures a screenshot of the current rendering
  32736. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32737. * @param engine defines the rendering engine
  32738. * @param camera defines the source camera
  32739. * @param size This parameter can be set to a single number or to an object with the
  32740. * following (optional) properties: precision, width, height. If a single number is passed,
  32741. * it will be used for both width and height. If an object is passed, the screenshot size
  32742. * will be derived from the parameters. The precision property is a multiplier allowing
  32743. * rendering at a higher or lower resolution
  32744. * @param successCallback defines the callback receives a single parameter which contains the
  32745. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32746. * src parameter of an <img> to display it
  32747. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32748. * Check your browser for supported MIME types
  32749. */
  32750. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  32751. /**
  32752. * Generates an image screenshot from the specified camera.
  32753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32754. * @param engine The engine to use for rendering
  32755. * @param camera The camera to use for rendering
  32756. * @param size This parameter can be set to a single number or to an object with the
  32757. * following (optional) properties: precision, width, height. If a single number is passed,
  32758. * it will be used for both width and height. If an object is passed, the screenshot size
  32759. * will be derived from the parameters. The precision property is a multiplier allowing
  32760. * rendering at a higher or lower resolution
  32761. * @param successCallback The callback receives a single parameter which contains the
  32762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32763. * src parameter of an <img> to display it
  32764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32765. * Check your browser for supported MIME types
  32766. * @param samples Texture samples (default: 1)
  32767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32768. * @param fileName A name for for the downloaded file.
  32769. */
  32770. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32771. /**
  32772. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32773. * Be aware Math.random() could cause collisions, but:
  32774. * "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"
  32775. * @returns a pseudo random id
  32776. */
  32777. static RandomId(): string;
  32778. /**
  32779. * Test if the given uri is a base64 string
  32780. * @param uri The uri to test
  32781. * @return True if the uri is a base64 string or false otherwise
  32782. */
  32783. static IsBase64(uri: string): boolean;
  32784. /**
  32785. * Decode the given base64 uri.
  32786. * @param uri The uri to decode
  32787. * @return The decoded base64 data.
  32788. */
  32789. static DecodeBase64(uri: string): ArrayBuffer;
  32790. /**
  32791. * Gets the absolute url.
  32792. * @param url the input url
  32793. * @return the absolute url
  32794. */
  32795. static GetAbsoluteUrl(url: string): string;
  32796. /**
  32797. * No log
  32798. */
  32799. static readonly NoneLogLevel: number;
  32800. /**
  32801. * Only message logs
  32802. */
  32803. static readonly MessageLogLevel: number;
  32804. /**
  32805. * Only warning logs
  32806. */
  32807. static readonly WarningLogLevel: number;
  32808. /**
  32809. * Only error logs
  32810. */
  32811. static readonly ErrorLogLevel: number;
  32812. /**
  32813. * All logs
  32814. */
  32815. static readonly AllLogLevel: number;
  32816. /**
  32817. * Gets a value indicating the number of loading errors
  32818. * @ignorenaming
  32819. */
  32820. static readonly errorsCount: number;
  32821. /**
  32822. * Callback called when a new log is added
  32823. */
  32824. static OnNewCacheEntry: (entry: string) => void;
  32825. /**
  32826. * Log a message to the console
  32827. * @param message defines the message to log
  32828. */
  32829. static Log(message: string): void;
  32830. /**
  32831. * Write a warning message to the console
  32832. * @param message defines the message to log
  32833. */
  32834. static Warn(message: string): void;
  32835. /**
  32836. * Write an error message to the console
  32837. * @param message defines the message to log
  32838. */
  32839. static Error(message: string): void;
  32840. /**
  32841. * Gets current log cache (list of logs)
  32842. */
  32843. static readonly LogCache: string;
  32844. /**
  32845. * Clears the log cache
  32846. */
  32847. static ClearLogCache(): void;
  32848. /**
  32849. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32850. */
  32851. static LogLevels: number;
  32852. /**
  32853. * Checks if the window object exists
  32854. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32855. */
  32856. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32857. /**
  32858. * No performance log
  32859. */
  32860. static readonly PerformanceNoneLogLevel: number;
  32861. /**
  32862. * Use user marks to log performance
  32863. */
  32864. static readonly PerformanceUserMarkLogLevel: number;
  32865. /**
  32866. * Log performance to the console
  32867. */
  32868. static readonly PerformanceConsoleLogLevel: number;
  32869. private static _performance;
  32870. /**
  32871. * Sets the current performance log level
  32872. */
  32873. static PerformanceLogLevel: number;
  32874. private static _StartPerformanceCounterDisabled;
  32875. private static _EndPerformanceCounterDisabled;
  32876. private static _StartUserMark;
  32877. private static _EndUserMark;
  32878. private static _StartPerformanceConsole;
  32879. private static _EndPerformanceConsole;
  32880. /**
  32881. * Starts a performance counter
  32882. */
  32883. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32884. /**
  32885. * Ends a specific performance coutner
  32886. */
  32887. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32888. /**
  32889. * Gets either window.performance.now() if supported or Date.now() else
  32890. */
  32891. static readonly Now: number;
  32892. /**
  32893. * This method will return the name of the class used to create the instance of the given object.
  32894. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32895. * @param object the object to get the class name from
  32896. * @param isType defines if the object is actually a type
  32897. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32898. */
  32899. static GetClassName(object: any, isType?: boolean): string;
  32900. /**
  32901. * Gets the first element of an array satisfying a given predicate
  32902. * @param array defines the array to browse
  32903. * @param predicate defines the predicate to use
  32904. * @returns null if not found or the element
  32905. */
  32906. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32907. /**
  32908. * This method will return the name of the full name of the class, including its owning module (if any).
  32909. * 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).
  32910. * @param object the object to get the class name from
  32911. * @param isType defines if the object is actually a type
  32912. * @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.
  32913. * @ignorenaming
  32914. */
  32915. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  32916. /**
  32917. * Returns a promise that resolves after the given amount of time.
  32918. * @param delay Number of milliseconds to delay
  32919. * @returns Promise that resolves after the given amount of time
  32920. */
  32921. static DelayAsync(delay: number): Promise<void>;
  32922. }
  32923. /**
  32924. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  32925. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  32926. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  32927. * @param name The name of the class, case should be preserved
  32928. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  32929. */
  32930. export function className(name: string, module?: string): (target: Object) => void;
  32931. /**
  32932. * An implementation of a loop for asynchronous functions.
  32933. */
  32934. export class AsyncLoop {
  32935. /**
  32936. * Defines the number of iterations for the loop
  32937. */
  32938. iterations: number;
  32939. /**
  32940. * Defines the current index of the loop.
  32941. */
  32942. index: number;
  32943. private _done;
  32944. private _fn;
  32945. private _successCallback;
  32946. /**
  32947. * Constructor.
  32948. * @param iterations the number of iterations.
  32949. * @param func the function to run each iteration
  32950. * @param successCallback the callback that will be called upon succesful execution
  32951. * @param offset starting offset.
  32952. */
  32953. constructor(
  32954. /**
  32955. * Defines the number of iterations for the loop
  32956. */
  32957. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  32958. /**
  32959. * Execute the next iteration. Must be called after the last iteration was finished.
  32960. */
  32961. executeNext(): void;
  32962. /**
  32963. * Break the loop and run the success callback.
  32964. */
  32965. breakLoop(): void;
  32966. /**
  32967. * Create and run an async loop.
  32968. * @param iterations the number of iterations.
  32969. * @param fn the function to run each iteration
  32970. * @param successCallback the callback that will be called upon succesful execution
  32971. * @param offset starting offset.
  32972. * @returns the created async loop object
  32973. */
  32974. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  32975. /**
  32976. * A for-loop that will run a given number of iterations synchronous and the rest async.
  32977. * @param iterations total number of iterations
  32978. * @param syncedIterations number of synchronous iterations in each async iteration.
  32979. * @param fn the function to call each iteration.
  32980. * @param callback a success call back that will be called when iterating stops.
  32981. * @param breakFunction a break condition (optional)
  32982. * @param timeout timeout settings for the setTimeout function. default - 0.
  32983. * @returns the created async loop object
  32984. */
  32985. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  32986. }
  32987. }
  32988. declare module "babylonjs/Collisions/collisionCoordinator" {
  32989. import { Nullable } from "babylonjs/types";
  32990. import { Scene } from "babylonjs/scene";
  32991. import { Vector3 } from "babylonjs/Maths/math.vector";
  32992. import { Collider } from "babylonjs/Collisions/collider";
  32993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  32994. /** @hidden */
  32995. export interface ICollisionCoordinator {
  32996. createCollider(): Collider;
  32997. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  32998. init(scene: Scene): void;
  32999. }
  33000. /** @hidden */
  33001. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33002. private _scene;
  33003. private _scaledPosition;
  33004. private _scaledVelocity;
  33005. private _finalPosition;
  33006. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33007. createCollider(): Collider;
  33008. init(scene: Scene): void;
  33009. private _collideWithWorld;
  33010. }
  33011. }
  33012. declare module "babylonjs/Inputs/scene.inputManager" {
  33013. import { Nullable } from "babylonjs/types";
  33014. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33015. import { Vector2 } from "babylonjs/Maths/math.vector";
  33016. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33017. import { Scene } from "babylonjs/scene";
  33018. /**
  33019. * Class used to manage all inputs for the scene.
  33020. */
  33021. export class InputManager {
  33022. /** The distance in pixel that you have to move to prevent some events */
  33023. static DragMovementThreshold: number;
  33024. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33025. static LongPressDelay: number;
  33026. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33027. static DoubleClickDelay: number;
  33028. /** If you need to check double click without raising a single click at first click, enable this flag */
  33029. static ExclusiveDoubleClickMode: boolean;
  33030. private _wheelEventName;
  33031. private _onPointerMove;
  33032. private _onPointerDown;
  33033. private _onPointerUp;
  33034. private _initClickEvent;
  33035. private _initActionManager;
  33036. private _delayedSimpleClick;
  33037. private _delayedSimpleClickTimeout;
  33038. private _previousDelayedSimpleClickTimeout;
  33039. private _meshPickProceed;
  33040. private _previousButtonPressed;
  33041. private _currentPickResult;
  33042. private _previousPickResult;
  33043. private _totalPointersPressed;
  33044. private _doubleClickOccured;
  33045. private _pointerOverMesh;
  33046. private _pickedDownMesh;
  33047. private _pickedUpMesh;
  33048. private _pointerX;
  33049. private _pointerY;
  33050. private _unTranslatedPointerX;
  33051. private _unTranslatedPointerY;
  33052. private _startingPointerPosition;
  33053. private _previousStartingPointerPosition;
  33054. private _startingPointerTime;
  33055. private _previousStartingPointerTime;
  33056. private _pointerCaptures;
  33057. private _onKeyDown;
  33058. private _onKeyUp;
  33059. private _onCanvasFocusObserver;
  33060. private _onCanvasBlurObserver;
  33061. private _scene;
  33062. /**
  33063. * Creates a new InputManager
  33064. * @param scene defines the hosting scene
  33065. */
  33066. constructor(scene: Scene);
  33067. /**
  33068. * Gets the mesh that is currently under the pointer
  33069. */
  33070. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33071. /**
  33072. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33073. */
  33074. readonly unTranslatedPointer: Vector2;
  33075. /**
  33076. * Gets or sets the current on-screen X position of the pointer
  33077. */
  33078. pointerX: number;
  33079. /**
  33080. * Gets or sets the current on-screen Y position of the pointer
  33081. */
  33082. pointerY: number;
  33083. private _updatePointerPosition;
  33084. private _processPointerMove;
  33085. private _setRayOnPointerInfo;
  33086. private _checkPrePointerObservable;
  33087. /**
  33088. * Use this method to simulate a pointer move on a mesh
  33089. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33090. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33091. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33092. */
  33093. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33094. /**
  33095. * Use this method to simulate a pointer down on a mesh
  33096. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33097. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33098. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33099. */
  33100. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33101. private _processPointerDown;
  33102. /** @hidden */
  33103. _isPointerSwiping(): boolean;
  33104. /**
  33105. * Use this method to simulate a pointer up on a mesh
  33106. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33107. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33108. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33109. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33110. */
  33111. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33112. private _processPointerUp;
  33113. /**
  33114. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33115. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33116. * @returns true if the pointer was captured
  33117. */
  33118. isPointerCaptured(pointerId?: number): boolean;
  33119. /**
  33120. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33121. * @param attachUp defines if you want to attach events to pointerup
  33122. * @param attachDown defines if you want to attach events to pointerdown
  33123. * @param attachMove defines if you want to attach events to pointermove
  33124. */
  33125. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33126. /**
  33127. * Detaches all event handlers
  33128. */
  33129. detachControl(): void;
  33130. /**
  33131. * Force the value of meshUnderPointer
  33132. * @param mesh defines the mesh to use
  33133. */
  33134. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33135. /**
  33136. * Gets the mesh under the pointer
  33137. * @returns a Mesh or null if no mesh is under the pointer
  33138. */
  33139. getPointerOverMesh(): Nullable<AbstractMesh>;
  33140. }
  33141. }
  33142. declare module "babylonjs/Animations/animationGroup" {
  33143. import { Animatable } from "babylonjs/Animations/animatable";
  33144. import { Animation } from "babylonjs/Animations/animation";
  33145. import { Scene, IDisposable } from "babylonjs/scene";
  33146. import { Observable } from "babylonjs/Misc/observable";
  33147. import { Nullable } from "babylonjs/types";
  33148. import "babylonjs/Animations/animatable";
  33149. /**
  33150. * This class defines the direct association between an animation and a target
  33151. */
  33152. export class TargetedAnimation {
  33153. /**
  33154. * Animation to perform
  33155. */
  33156. animation: Animation;
  33157. /**
  33158. * Target to animate
  33159. */
  33160. target: any;
  33161. /**
  33162. * Serialize the object
  33163. * @returns the JSON object representing the current entity
  33164. */
  33165. serialize(): any;
  33166. }
  33167. /**
  33168. * Use this class to create coordinated animations on multiple targets
  33169. */
  33170. export class AnimationGroup implements IDisposable {
  33171. /** The name of the animation group */
  33172. name: string;
  33173. private _scene;
  33174. private _targetedAnimations;
  33175. private _animatables;
  33176. private _from;
  33177. private _to;
  33178. private _isStarted;
  33179. private _isPaused;
  33180. private _speedRatio;
  33181. private _loopAnimation;
  33182. /**
  33183. * Gets or sets the unique id of the node
  33184. */
  33185. uniqueId: number;
  33186. /**
  33187. * This observable will notify when one animation have ended
  33188. */
  33189. onAnimationEndObservable: Observable<TargetedAnimation>;
  33190. /**
  33191. * Observer raised when one animation loops
  33192. */
  33193. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33194. /**
  33195. * This observable will notify when all animations have ended.
  33196. */
  33197. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33198. /**
  33199. * This observable will notify when all animations have paused.
  33200. */
  33201. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33202. /**
  33203. * This observable will notify when all animations are playing.
  33204. */
  33205. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33206. /**
  33207. * Gets the first frame
  33208. */
  33209. readonly from: number;
  33210. /**
  33211. * Gets the last frame
  33212. */
  33213. readonly to: number;
  33214. /**
  33215. * Define if the animations are started
  33216. */
  33217. readonly isStarted: boolean;
  33218. /**
  33219. * Gets a value indicating that the current group is playing
  33220. */
  33221. readonly isPlaying: boolean;
  33222. /**
  33223. * Gets or sets the speed ratio to use for all animations
  33224. */
  33225. /**
  33226. * Gets or sets the speed ratio to use for all animations
  33227. */
  33228. speedRatio: number;
  33229. /**
  33230. * Gets or sets if all animations should loop or not
  33231. */
  33232. loopAnimation: boolean;
  33233. /**
  33234. * Gets the targeted animations for this animation group
  33235. */
  33236. readonly targetedAnimations: Array<TargetedAnimation>;
  33237. /**
  33238. * returning the list of animatables controlled by this animation group.
  33239. */
  33240. readonly animatables: Array<Animatable>;
  33241. /**
  33242. * Instantiates a new Animation Group.
  33243. * This helps managing several animations at once.
  33244. * @see http://doc.babylonjs.com/how_to/group
  33245. * @param name Defines the name of the group
  33246. * @param scene Defines the scene the group belongs to
  33247. */
  33248. constructor(
  33249. /** The name of the animation group */
  33250. name: string, scene?: Nullable<Scene>);
  33251. /**
  33252. * Add an animation (with its target) in the group
  33253. * @param animation defines the animation we want to add
  33254. * @param target defines the target of the animation
  33255. * @returns the TargetedAnimation object
  33256. */
  33257. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33258. /**
  33259. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33260. * It can add constant keys at begin or end
  33261. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33262. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33263. * @returns the animation group
  33264. */
  33265. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33266. /**
  33267. * Start all animations on given targets
  33268. * @param loop defines if animations must loop
  33269. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33270. * @param from defines the from key (optional)
  33271. * @param to defines the to key (optional)
  33272. * @returns the current animation group
  33273. */
  33274. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33275. /**
  33276. * Pause all animations
  33277. * @returns the animation group
  33278. */
  33279. pause(): AnimationGroup;
  33280. /**
  33281. * Play all animations to initial state
  33282. * This function will start() the animations if they were not started or will restart() them if they were paused
  33283. * @param loop defines if animations must loop
  33284. * @returns the animation group
  33285. */
  33286. play(loop?: boolean): AnimationGroup;
  33287. /**
  33288. * Reset all animations to initial state
  33289. * @returns the animation group
  33290. */
  33291. reset(): AnimationGroup;
  33292. /**
  33293. * Restart animations from key 0
  33294. * @returns the animation group
  33295. */
  33296. restart(): AnimationGroup;
  33297. /**
  33298. * Stop all animations
  33299. * @returns the animation group
  33300. */
  33301. stop(): AnimationGroup;
  33302. /**
  33303. * Set animation weight for all animatables
  33304. * @param weight defines the weight to use
  33305. * @return the animationGroup
  33306. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33307. */
  33308. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33309. /**
  33310. * Synchronize and normalize all animatables with a source animatable
  33311. * @param root defines the root animatable to synchronize with
  33312. * @return the animationGroup
  33313. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33314. */
  33315. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33316. /**
  33317. * Goes to a specific frame in this animation group
  33318. * @param frame the frame number to go to
  33319. * @return the animationGroup
  33320. */
  33321. goToFrame(frame: number): AnimationGroup;
  33322. /**
  33323. * Dispose all associated resources
  33324. */
  33325. dispose(): void;
  33326. private _checkAnimationGroupEnded;
  33327. /**
  33328. * Clone the current animation group and returns a copy
  33329. * @param newName defines the name of the new group
  33330. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33331. * @returns the new aniamtion group
  33332. */
  33333. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33334. /**
  33335. * Serializes the animationGroup to an object
  33336. * @returns Serialized object
  33337. */
  33338. serialize(): any;
  33339. /**
  33340. * Returns a new AnimationGroup object parsed from the source provided.
  33341. * @param parsedAnimationGroup defines the source
  33342. * @param scene defines the scene that will receive the animationGroup
  33343. * @returns a new AnimationGroup
  33344. */
  33345. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33346. /**
  33347. * Returns the string "AnimationGroup"
  33348. * @returns "AnimationGroup"
  33349. */
  33350. getClassName(): string;
  33351. /**
  33352. * Creates a detailled string about the object
  33353. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33354. * @returns a string representing the object
  33355. */
  33356. toString(fullDetails?: boolean): string;
  33357. }
  33358. }
  33359. declare module "babylonjs/scene" {
  33360. import { Nullable } from "babylonjs/types";
  33361. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33362. import { Observable } from "babylonjs/Misc/observable";
  33363. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33364. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33365. import { Geometry } from "babylonjs/Meshes/geometry";
  33366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33367. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33368. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33369. import { Mesh } from "babylonjs/Meshes/mesh";
  33370. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33371. import { Bone } from "babylonjs/Bones/bone";
  33372. import { Skeleton } from "babylonjs/Bones/skeleton";
  33373. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33374. import { Camera } from "babylonjs/Cameras/camera";
  33375. import { AbstractScene } from "babylonjs/abstractScene";
  33376. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33377. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33378. import { Material } from "babylonjs/Materials/material";
  33379. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33380. import { Effect } from "babylonjs/Materials/effect";
  33381. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33382. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33383. import { Light } from "babylonjs/Lights/light";
  33384. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33385. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33386. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33387. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33388. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33389. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33390. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33391. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33392. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33393. import { Engine } from "babylonjs/Engines/engine";
  33394. import { Node } from "babylonjs/node";
  33395. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33396. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33397. import { WebRequest } from "babylonjs/Misc/webRequest";
  33398. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33399. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33400. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33401. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33402. import { Plane } from "babylonjs/Maths/math.plane";
  33403. import { Ray } from "babylonjs/Culling/ray";
  33404. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33405. import { Animation } from "babylonjs/Animations/animation";
  33406. import { Animatable } from "babylonjs/Animations/animatable";
  33407. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33408. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33409. import { Collider } from "babylonjs/Collisions/collider";
  33410. /**
  33411. * Define an interface for all classes that will hold resources
  33412. */
  33413. export interface IDisposable {
  33414. /**
  33415. * Releases all held resources
  33416. */
  33417. dispose(): void;
  33418. }
  33419. /** Interface defining initialization parameters for Scene class */
  33420. export interface SceneOptions {
  33421. /**
  33422. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33423. * It will improve performance when the number of geometries becomes important.
  33424. */
  33425. useGeometryUniqueIdsMap?: boolean;
  33426. /**
  33427. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33428. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33429. */
  33430. useMaterialMeshMap?: boolean;
  33431. /**
  33432. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33433. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33434. */
  33435. useClonedMeshhMap?: boolean;
  33436. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33437. virtual?: boolean;
  33438. }
  33439. /**
  33440. * Represents a scene to be rendered by the engine.
  33441. * @see http://doc.babylonjs.com/features/scene
  33442. */
  33443. export class Scene extends AbstractScene implements IAnimatable {
  33444. private static _uniqueIdCounter;
  33445. /** The fog is deactivated */
  33446. static readonly FOGMODE_NONE: number;
  33447. /** The fog density is following an exponential function */
  33448. static readonly FOGMODE_EXP: number;
  33449. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33450. static readonly FOGMODE_EXP2: number;
  33451. /** The fog density is following a linear function. */
  33452. static readonly FOGMODE_LINEAR: number;
  33453. /**
  33454. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33455. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33456. */
  33457. static MinDeltaTime: number;
  33458. /**
  33459. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33460. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33461. */
  33462. static MaxDeltaTime: number;
  33463. /**
  33464. * Factory used to create the default material.
  33465. * @param name The name of the material to create
  33466. * @param scene The scene to create the material for
  33467. * @returns The default material
  33468. */
  33469. static DefaultMaterialFactory(scene: Scene): Material;
  33470. /**
  33471. * Factory used to create the a collision coordinator.
  33472. * @returns The collision coordinator
  33473. */
  33474. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33475. /** @hidden */
  33476. _inputManager: InputManager;
  33477. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33478. cameraToUseForPointers: Nullable<Camera>;
  33479. /** @hidden */
  33480. readonly _isScene: boolean;
  33481. /**
  33482. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33483. */
  33484. autoClear: boolean;
  33485. /**
  33486. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33487. */
  33488. autoClearDepthAndStencil: boolean;
  33489. /**
  33490. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33491. */
  33492. clearColor: Color4;
  33493. /**
  33494. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33495. */
  33496. ambientColor: Color3;
  33497. /**
  33498. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33499. * It should only be one of the following (if not the default embedded one):
  33500. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33501. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33502. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33503. * The material properties need to be setup according to the type of texture in use.
  33504. */
  33505. environmentBRDFTexture: BaseTexture;
  33506. /** @hidden */
  33507. protected _environmentTexture: Nullable<BaseTexture>;
  33508. /**
  33509. * Texture used in all pbr material as the reflection texture.
  33510. * As in the majority of the scene they are the same (exception for multi room and so on),
  33511. * this is easier to reference from here than from all the materials.
  33512. */
  33513. /**
  33514. * Texture used in all pbr material as the reflection texture.
  33515. * As in the majority of the scene they are the same (exception for multi room and so on),
  33516. * this is easier to set here than in all the materials.
  33517. */
  33518. environmentTexture: Nullable<BaseTexture>;
  33519. /** @hidden */
  33520. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33521. /**
  33522. * Default image processing configuration used either in the rendering
  33523. * Forward main pass or through the imageProcessingPostProcess if present.
  33524. * As in the majority of the scene they are the same (exception for multi camera),
  33525. * this is easier to reference from here than from all the materials and post process.
  33526. *
  33527. * No setter as we it is a shared configuration, you can set the values instead.
  33528. */
  33529. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33530. private _forceWireframe;
  33531. /**
  33532. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33533. */
  33534. forceWireframe: boolean;
  33535. private _forcePointsCloud;
  33536. /**
  33537. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33538. */
  33539. forcePointsCloud: boolean;
  33540. /**
  33541. * Gets or sets the active clipplane 1
  33542. */
  33543. clipPlane: Nullable<Plane>;
  33544. /**
  33545. * Gets or sets the active clipplane 2
  33546. */
  33547. clipPlane2: Nullable<Plane>;
  33548. /**
  33549. * Gets or sets the active clipplane 3
  33550. */
  33551. clipPlane3: Nullable<Plane>;
  33552. /**
  33553. * Gets or sets the active clipplane 4
  33554. */
  33555. clipPlane4: Nullable<Plane>;
  33556. /**
  33557. * Gets or sets a boolean indicating if animations are enabled
  33558. */
  33559. animationsEnabled: boolean;
  33560. private _animationPropertiesOverride;
  33561. /**
  33562. * Gets or sets the animation properties override
  33563. */
  33564. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33565. /**
  33566. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33567. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33568. */
  33569. useConstantAnimationDeltaTime: boolean;
  33570. /**
  33571. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33572. * Please note that it requires to run a ray cast through the scene on every frame
  33573. */
  33574. constantlyUpdateMeshUnderPointer: boolean;
  33575. /**
  33576. * Defines the HTML cursor to use when hovering over interactive elements
  33577. */
  33578. hoverCursor: string;
  33579. /**
  33580. * Defines the HTML default cursor to use (empty by default)
  33581. */
  33582. defaultCursor: string;
  33583. /**
  33584. * This is used to call preventDefault() on pointer down
  33585. * in order to block unwanted artifacts like system double clicks
  33586. */
  33587. preventDefaultOnPointerDown: boolean;
  33588. /**
  33589. * This is used to call preventDefault() on pointer up
  33590. * in order to block unwanted artifacts like system double clicks
  33591. */
  33592. preventDefaultOnPointerUp: boolean;
  33593. /**
  33594. * Gets or sets user defined metadata
  33595. */
  33596. metadata: any;
  33597. /**
  33598. * For internal use only. Please do not use.
  33599. */
  33600. reservedDataStore: any;
  33601. /**
  33602. * Gets the name of the plugin used to load this scene (null by default)
  33603. */
  33604. loadingPluginName: string;
  33605. /**
  33606. * Use this array to add regular expressions used to disable offline support for specific urls
  33607. */
  33608. disableOfflineSupportExceptionRules: RegExp[];
  33609. /**
  33610. * An event triggered when the scene is disposed.
  33611. */
  33612. onDisposeObservable: Observable<Scene>;
  33613. private _onDisposeObserver;
  33614. /** Sets a function to be executed when this scene is disposed. */
  33615. onDispose: () => void;
  33616. /**
  33617. * An event triggered before rendering the scene (right after animations and physics)
  33618. */
  33619. onBeforeRenderObservable: Observable<Scene>;
  33620. private _onBeforeRenderObserver;
  33621. /** Sets a function to be executed before rendering this scene */
  33622. beforeRender: Nullable<() => void>;
  33623. /**
  33624. * An event triggered after rendering the scene
  33625. */
  33626. onAfterRenderObservable: Observable<Scene>;
  33627. /**
  33628. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33629. */
  33630. onAfterRenderCameraObservable: Observable<Camera>;
  33631. private _onAfterRenderObserver;
  33632. /** Sets a function to be executed after rendering this scene */
  33633. afterRender: Nullable<() => void>;
  33634. /**
  33635. * An event triggered before animating the scene
  33636. */
  33637. onBeforeAnimationsObservable: Observable<Scene>;
  33638. /**
  33639. * An event triggered after animations processing
  33640. */
  33641. onAfterAnimationsObservable: Observable<Scene>;
  33642. /**
  33643. * An event triggered before draw calls are ready to be sent
  33644. */
  33645. onBeforeDrawPhaseObservable: Observable<Scene>;
  33646. /**
  33647. * An event triggered after draw calls have been sent
  33648. */
  33649. onAfterDrawPhaseObservable: Observable<Scene>;
  33650. /**
  33651. * An event triggered when the scene is ready
  33652. */
  33653. onReadyObservable: Observable<Scene>;
  33654. /**
  33655. * An event triggered before rendering a camera
  33656. */
  33657. onBeforeCameraRenderObservable: Observable<Camera>;
  33658. private _onBeforeCameraRenderObserver;
  33659. /** Sets a function to be executed before rendering a camera*/
  33660. beforeCameraRender: () => void;
  33661. /**
  33662. * An event triggered after rendering a camera
  33663. */
  33664. onAfterCameraRenderObservable: Observable<Camera>;
  33665. private _onAfterCameraRenderObserver;
  33666. /** Sets a function to be executed after rendering a camera*/
  33667. afterCameraRender: () => void;
  33668. /**
  33669. * An event triggered when active meshes evaluation is about to start
  33670. */
  33671. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33672. /**
  33673. * An event triggered when active meshes evaluation is done
  33674. */
  33675. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33676. /**
  33677. * An event triggered when particles rendering is about to start
  33678. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33679. */
  33680. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33681. /**
  33682. * An event triggered when particles rendering is done
  33683. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33684. */
  33685. onAfterParticlesRenderingObservable: Observable<Scene>;
  33686. /**
  33687. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33688. */
  33689. onDataLoadedObservable: Observable<Scene>;
  33690. /**
  33691. * An event triggered when a camera is created
  33692. */
  33693. onNewCameraAddedObservable: Observable<Camera>;
  33694. /**
  33695. * An event triggered when a camera is removed
  33696. */
  33697. onCameraRemovedObservable: Observable<Camera>;
  33698. /**
  33699. * An event triggered when a light is created
  33700. */
  33701. onNewLightAddedObservable: Observable<Light>;
  33702. /**
  33703. * An event triggered when a light is removed
  33704. */
  33705. onLightRemovedObservable: Observable<Light>;
  33706. /**
  33707. * An event triggered when a geometry is created
  33708. */
  33709. onNewGeometryAddedObservable: Observable<Geometry>;
  33710. /**
  33711. * An event triggered when a geometry is removed
  33712. */
  33713. onGeometryRemovedObservable: Observable<Geometry>;
  33714. /**
  33715. * An event triggered when a transform node is created
  33716. */
  33717. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33718. /**
  33719. * An event triggered when a transform node is removed
  33720. */
  33721. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33722. /**
  33723. * An event triggered when a mesh is created
  33724. */
  33725. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33726. /**
  33727. * An event triggered when a mesh is removed
  33728. */
  33729. onMeshRemovedObservable: Observable<AbstractMesh>;
  33730. /**
  33731. * An event triggered when a skeleton is created
  33732. */
  33733. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33734. /**
  33735. * An event triggered when a skeleton is removed
  33736. */
  33737. onSkeletonRemovedObservable: Observable<Skeleton>;
  33738. /**
  33739. * An event triggered when a material is created
  33740. */
  33741. onNewMaterialAddedObservable: Observable<Material>;
  33742. /**
  33743. * An event triggered when a material is removed
  33744. */
  33745. onMaterialRemovedObservable: Observable<Material>;
  33746. /**
  33747. * An event triggered when a texture is created
  33748. */
  33749. onNewTextureAddedObservable: Observable<BaseTexture>;
  33750. /**
  33751. * An event triggered when a texture is removed
  33752. */
  33753. onTextureRemovedObservable: Observable<BaseTexture>;
  33754. /**
  33755. * An event triggered when render targets are about to be rendered
  33756. * Can happen multiple times per frame.
  33757. */
  33758. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33759. /**
  33760. * An event triggered when render targets were rendered.
  33761. * Can happen multiple times per frame.
  33762. */
  33763. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33764. /**
  33765. * An event triggered before calculating deterministic simulation step
  33766. */
  33767. onBeforeStepObservable: Observable<Scene>;
  33768. /**
  33769. * An event triggered after calculating deterministic simulation step
  33770. */
  33771. onAfterStepObservable: Observable<Scene>;
  33772. /**
  33773. * An event triggered when the activeCamera property is updated
  33774. */
  33775. onActiveCameraChanged: Observable<Scene>;
  33776. /**
  33777. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33778. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33779. * 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)
  33780. */
  33781. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33782. /**
  33783. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33784. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33785. * 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)
  33786. */
  33787. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33788. /**
  33789. * This Observable will when a mesh has been imported into the scene.
  33790. */
  33791. onMeshImportedObservable: Observable<AbstractMesh>;
  33792. /**
  33793. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33794. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33795. */
  33796. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33797. /** @hidden */
  33798. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33799. /**
  33800. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33801. */
  33802. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33803. /**
  33804. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33805. */
  33806. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33807. /**
  33808. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33809. */
  33810. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33811. /** Callback called when a pointer move is detected */
  33812. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33813. /** Callback called when a pointer down is detected */
  33814. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33815. /** Callback called when a pointer up is detected */
  33816. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33817. /** Callback called when a pointer pick is detected */
  33818. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33819. /**
  33820. * 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).
  33821. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33822. */
  33823. onPrePointerObservable: Observable<PointerInfoPre>;
  33824. /**
  33825. * Observable event triggered each time an input event is received from the rendering canvas
  33826. */
  33827. onPointerObservable: Observable<PointerInfo>;
  33828. /**
  33829. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33830. */
  33831. readonly unTranslatedPointer: Vector2;
  33832. /**
  33833. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33834. */
  33835. static DragMovementThreshold: number;
  33836. /**
  33837. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33838. */
  33839. static LongPressDelay: number;
  33840. /**
  33841. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33842. */
  33843. static DoubleClickDelay: number;
  33844. /** If you need to check double click without raising a single click at first click, enable this flag */
  33845. static ExclusiveDoubleClickMode: boolean;
  33846. /** @hidden */
  33847. _mirroredCameraPosition: Nullable<Vector3>;
  33848. /**
  33849. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33850. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33851. */
  33852. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33853. /**
  33854. * Observable event triggered each time an keyboard event is received from the hosting window
  33855. */
  33856. onKeyboardObservable: Observable<KeyboardInfo>;
  33857. private _useRightHandedSystem;
  33858. /**
  33859. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33860. */
  33861. useRightHandedSystem: boolean;
  33862. private _timeAccumulator;
  33863. private _currentStepId;
  33864. private _currentInternalStep;
  33865. /**
  33866. * Sets the step Id used by deterministic lock step
  33867. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33868. * @param newStepId defines the step Id
  33869. */
  33870. setStepId(newStepId: number): void;
  33871. /**
  33872. * Gets the step Id used by deterministic lock step
  33873. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33874. * @returns the step Id
  33875. */
  33876. getStepId(): number;
  33877. /**
  33878. * Gets the internal step used by deterministic lock step
  33879. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33880. * @returns the internal step
  33881. */
  33882. getInternalStep(): number;
  33883. private _fogEnabled;
  33884. /**
  33885. * Gets or sets a boolean indicating if fog is enabled on this scene
  33886. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33887. * (Default is true)
  33888. */
  33889. fogEnabled: boolean;
  33890. private _fogMode;
  33891. /**
  33892. * Gets or sets the fog mode to use
  33893. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33894. * | mode | value |
  33895. * | --- | --- |
  33896. * | FOGMODE_NONE | 0 |
  33897. * | FOGMODE_EXP | 1 |
  33898. * | FOGMODE_EXP2 | 2 |
  33899. * | FOGMODE_LINEAR | 3 |
  33900. */
  33901. fogMode: number;
  33902. /**
  33903. * Gets or sets the fog color to use
  33904. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33905. * (Default is Color3(0.2, 0.2, 0.3))
  33906. */
  33907. fogColor: Color3;
  33908. /**
  33909. * Gets or sets the fog density to use
  33910. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33911. * (Default is 0.1)
  33912. */
  33913. fogDensity: number;
  33914. /**
  33915. * Gets or sets the fog start distance to use
  33916. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33917. * (Default is 0)
  33918. */
  33919. fogStart: number;
  33920. /**
  33921. * Gets or sets the fog end distance to use
  33922. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33923. * (Default is 1000)
  33924. */
  33925. fogEnd: number;
  33926. private _shadowsEnabled;
  33927. /**
  33928. * Gets or sets a boolean indicating if shadows are enabled on this scene
  33929. */
  33930. shadowsEnabled: boolean;
  33931. private _lightsEnabled;
  33932. /**
  33933. * Gets or sets a boolean indicating if lights are enabled on this scene
  33934. */
  33935. lightsEnabled: boolean;
  33936. /** All of the active cameras added to this scene. */
  33937. activeCameras: Camera[];
  33938. /** @hidden */
  33939. _activeCamera: Nullable<Camera>;
  33940. /** Gets or sets the current active camera */
  33941. activeCamera: Nullable<Camera>;
  33942. private _defaultMaterial;
  33943. /** The default material used on meshes when no material is affected */
  33944. /** The default material used on meshes when no material is affected */
  33945. defaultMaterial: Material;
  33946. private _texturesEnabled;
  33947. /**
  33948. * Gets or sets a boolean indicating if textures are enabled on this scene
  33949. */
  33950. texturesEnabled: boolean;
  33951. /**
  33952. * Gets or sets a boolean indicating if particles are enabled on this scene
  33953. */
  33954. particlesEnabled: boolean;
  33955. /**
  33956. * Gets or sets a boolean indicating if sprites are enabled on this scene
  33957. */
  33958. spritesEnabled: boolean;
  33959. private _skeletonsEnabled;
  33960. /**
  33961. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  33962. */
  33963. skeletonsEnabled: boolean;
  33964. /**
  33965. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  33966. */
  33967. lensFlaresEnabled: boolean;
  33968. /**
  33969. * Gets or sets a boolean indicating if collisions are enabled on this scene
  33970. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33971. */
  33972. collisionsEnabled: boolean;
  33973. private _collisionCoordinator;
  33974. /** @hidden */
  33975. readonly collisionCoordinator: ICollisionCoordinator;
  33976. /**
  33977. * Defines the gravity applied to this scene (used only for collisions)
  33978. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33979. */
  33980. gravity: Vector3;
  33981. /**
  33982. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  33983. */
  33984. postProcessesEnabled: boolean;
  33985. /**
  33986. * The list of postprocesses added to the scene
  33987. */
  33988. postProcesses: PostProcess[];
  33989. /**
  33990. * Gets the current postprocess manager
  33991. */
  33992. postProcessManager: PostProcessManager;
  33993. /**
  33994. * Gets or sets a boolean indicating if render targets are enabled on this scene
  33995. */
  33996. renderTargetsEnabled: boolean;
  33997. /**
  33998. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  33999. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34000. */
  34001. dumpNextRenderTargets: boolean;
  34002. /**
  34003. * The list of user defined render targets added to the scene
  34004. */
  34005. customRenderTargets: RenderTargetTexture[];
  34006. /**
  34007. * Defines if texture loading must be delayed
  34008. * If true, textures will only be loaded when they need to be rendered
  34009. */
  34010. useDelayedTextureLoading: boolean;
  34011. /**
  34012. * Gets the list of meshes imported to the scene through SceneLoader
  34013. */
  34014. importedMeshesFiles: String[];
  34015. /**
  34016. * Gets or sets a boolean indicating if probes are enabled on this scene
  34017. */
  34018. probesEnabled: boolean;
  34019. /**
  34020. * Gets or sets the current offline provider to use to store scene data
  34021. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34022. */
  34023. offlineProvider: IOfflineProvider;
  34024. /**
  34025. * Gets or sets the action manager associated with the scene
  34026. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34027. */
  34028. actionManager: AbstractActionManager;
  34029. private _meshesForIntersections;
  34030. /**
  34031. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34032. */
  34033. proceduralTexturesEnabled: boolean;
  34034. private _engine;
  34035. private _totalVertices;
  34036. /** @hidden */
  34037. _activeIndices: PerfCounter;
  34038. /** @hidden */
  34039. _activeParticles: PerfCounter;
  34040. /** @hidden */
  34041. _activeBones: PerfCounter;
  34042. private _animationRatio;
  34043. /** @hidden */
  34044. _animationTimeLast: number;
  34045. /** @hidden */
  34046. _animationTime: number;
  34047. /**
  34048. * Gets or sets a general scale for animation speed
  34049. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34050. */
  34051. animationTimeScale: number;
  34052. /** @hidden */
  34053. _cachedMaterial: Nullable<Material>;
  34054. /** @hidden */
  34055. _cachedEffect: Nullable<Effect>;
  34056. /** @hidden */
  34057. _cachedVisibility: Nullable<number>;
  34058. private _renderId;
  34059. private _frameId;
  34060. private _executeWhenReadyTimeoutId;
  34061. private _intermediateRendering;
  34062. private _viewUpdateFlag;
  34063. private _projectionUpdateFlag;
  34064. /** @hidden */
  34065. _toBeDisposed: Nullable<IDisposable>[];
  34066. private _activeRequests;
  34067. /** @hidden */
  34068. _pendingData: any[];
  34069. private _isDisposed;
  34070. /**
  34071. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34072. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34073. */
  34074. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34075. private _activeMeshes;
  34076. private _processedMaterials;
  34077. private _renderTargets;
  34078. /** @hidden */
  34079. _activeParticleSystems: SmartArray<IParticleSystem>;
  34080. private _activeSkeletons;
  34081. private _softwareSkinnedMeshes;
  34082. private _renderingManager;
  34083. /** @hidden */
  34084. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34085. private _transformMatrix;
  34086. private _sceneUbo;
  34087. /** @hidden */
  34088. _viewMatrix: Matrix;
  34089. private _projectionMatrix;
  34090. /** @hidden */
  34091. _forcedViewPosition: Nullable<Vector3>;
  34092. /** @hidden */
  34093. _frustumPlanes: Plane[];
  34094. /**
  34095. * Gets the list of frustum planes (built from the active camera)
  34096. */
  34097. readonly frustumPlanes: Plane[];
  34098. /**
  34099. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34100. * This is useful if there are more lights that the maximum simulteanous authorized
  34101. */
  34102. requireLightSorting: boolean;
  34103. /** @hidden */
  34104. readonly useMaterialMeshMap: boolean;
  34105. /** @hidden */
  34106. readonly useClonedMeshhMap: boolean;
  34107. private _externalData;
  34108. private _uid;
  34109. /**
  34110. * @hidden
  34111. * Backing store of defined scene components.
  34112. */
  34113. _components: ISceneComponent[];
  34114. /**
  34115. * @hidden
  34116. * Backing store of defined scene components.
  34117. */
  34118. _serializableComponents: ISceneSerializableComponent[];
  34119. /**
  34120. * List of components to register on the next registration step.
  34121. */
  34122. private _transientComponents;
  34123. /**
  34124. * Registers the transient components if needed.
  34125. */
  34126. private _registerTransientComponents;
  34127. /**
  34128. * @hidden
  34129. * Add a component to the scene.
  34130. * Note that the ccomponent could be registered on th next frame if this is called after
  34131. * the register component stage.
  34132. * @param component Defines the component to add to the scene
  34133. */
  34134. _addComponent(component: ISceneComponent): void;
  34135. /**
  34136. * @hidden
  34137. * Gets a component from the scene.
  34138. * @param name defines the name of the component to retrieve
  34139. * @returns the component or null if not present
  34140. */
  34141. _getComponent(name: string): Nullable<ISceneComponent>;
  34142. /**
  34143. * @hidden
  34144. * Defines the actions happening before camera updates.
  34145. */
  34146. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34147. /**
  34148. * @hidden
  34149. * Defines the actions happening before clear the canvas.
  34150. */
  34151. _beforeClearStage: Stage<SimpleStageAction>;
  34152. /**
  34153. * @hidden
  34154. * Defines the actions when collecting render targets for the frame.
  34155. */
  34156. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34157. /**
  34158. * @hidden
  34159. * Defines the actions happening for one camera in the frame.
  34160. */
  34161. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34162. /**
  34163. * @hidden
  34164. * Defines the actions happening during the per mesh ready checks.
  34165. */
  34166. _isReadyForMeshStage: Stage<MeshStageAction>;
  34167. /**
  34168. * @hidden
  34169. * Defines the actions happening before evaluate active mesh checks.
  34170. */
  34171. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34172. /**
  34173. * @hidden
  34174. * Defines the actions happening during the evaluate sub mesh checks.
  34175. */
  34176. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34177. /**
  34178. * @hidden
  34179. * Defines the actions happening during the active mesh stage.
  34180. */
  34181. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34182. /**
  34183. * @hidden
  34184. * Defines the actions happening during the per camera render target step.
  34185. */
  34186. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34187. /**
  34188. * @hidden
  34189. * Defines the actions happening just before the active camera is drawing.
  34190. */
  34191. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34192. /**
  34193. * @hidden
  34194. * Defines the actions happening just before a render target is drawing.
  34195. */
  34196. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34197. /**
  34198. * @hidden
  34199. * Defines the actions happening just before a rendering group is drawing.
  34200. */
  34201. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34202. /**
  34203. * @hidden
  34204. * Defines the actions happening just before a mesh is drawing.
  34205. */
  34206. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34207. /**
  34208. * @hidden
  34209. * Defines the actions happening just after a mesh has been drawn.
  34210. */
  34211. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34212. /**
  34213. * @hidden
  34214. * Defines the actions happening just after a rendering group has been drawn.
  34215. */
  34216. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34217. /**
  34218. * @hidden
  34219. * Defines the actions happening just after the active camera has been drawn.
  34220. */
  34221. _afterCameraDrawStage: Stage<CameraStageAction>;
  34222. /**
  34223. * @hidden
  34224. * Defines the actions happening just after a render target has been drawn.
  34225. */
  34226. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34227. /**
  34228. * @hidden
  34229. * Defines the actions happening just after rendering all cameras and computing intersections.
  34230. */
  34231. _afterRenderStage: Stage<SimpleStageAction>;
  34232. /**
  34233. * @hidden
  34234. * Defines the actions happening when a pointer move event happens.
  34235. */
  34236. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34237. /**
  34238. * @hidden
  34239. * Defines the actions happening when a pointer down event happens.
  34240. */
  34241. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34242. /**
  34243. * @hidden
  34244. * Defines the actions happening when a pointer up event happens.
  34245. */
  34246. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34247. /**
  34248. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34249. */
  34250. private geometriesByUniqueId;
  34251. /**
  34252. * Creates a new Scene
  34253. * @param engine defines the engine to use to render this scene
  34254. * @param options defines the scene options
  34255. */
  34256. constructor(engine: Engine, options?: SceneOptions);
  34257. /**
  34258. * Gets a string idenfifying the name of the class
  34259. * @returns "Scene" string
  34260. */
  34261. getClassName(): string;
  34262. private _defaultMeshCandidates;
  34263. /**
  34264. * @hidden
  34265. */
  34266. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34267. private _defaultSubMeshCandidates;
  34268. /**
  34269. * @hidden
  34270. */
  34271. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34272. /**
  34273. * Sets the default candidate providers for the scene.
  34274. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34275. * and getCollidingSubMeshCandidates to their default function
  34276. */
  34277. setDefaultCandidateProviders(): void;
  34278. /**
  34279. * Gets the mesh that is currently under the pointer
  34280. */
  34281. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34282. /**
  34283. * Gets or sets the current on-screen X position of the pointer
  34284. */
  34285. pointerX: number;
  34286. /**
  34287. * Gets or sets the current on-screen Y position of the pointer
  34288. */
  34289. pointerY: number;
  34290. /**
  34291. * Gets the cached material (ie. the latest rendered one)
  34292. * @returns the cached material
  34293. */
  34294. getCachedMaterial(): Nullable<Material>;
  34295. /**
  34296. * Gets the cached effect (ie. the latest rendered one)
  34297. * @returns the cached effect
  34298. */
  34299. getCachedEffect(): Nullable<Effect>;
  34300. /**
  34301. * Gets the cached visibility state (ie. the latest rendered one)
  34302. * @returns the cached visibility state
  34303. */
  34304. getCachedVisibility(): Nullable<number>;
  34305. /**
  34306. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34307. * @param material defines the current material
  34308. * @param effect defines the current effect
  34309. * @param visibility defines the current visibility state
  34310. * @returns true if one parameter is not cached
  34311. */
  34312. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34313. /**
  34314. * Gets the engine associated with the scene
  34315. * @returns an Engine
  34316. */
  34317. getEngine(): Engine;
  34318. /**
  34319. * Gets the total number of vertices rendered per frame
  34320. * @returns the total number of vertices rendered per frame
  34321. */
  34322. getTotalVertices(): number;
  34323. /**
  34324. * Gets the performance counter for total vertices
  34325. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34326. */
  34327. readonly totalVerticesPerfCounter: PerfCounter;
  34328. /**
  34329. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34330. * @returns the total number of active indices rendered per frame
  34331. */
  34332. getActiveIndices(): number;
  34333. /**
  34334. * Gets the performance counter for active indices
  34335. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34336. */
  34337. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34338. /**
  34339. * Gets the total number of active particles rendered per frame
  34340. * @returns the total number of active particles rendered per frame
  34341. */
  34342. getActiveParticles(): number;
  34343. /**
  34344. * Gets the performance counter for active particles
  34345. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34346. */
  34347. readonly activeParticlesPerfCounter: PerfCounter;
  34348. /**
  34349. * Gets the total number of active bones rendered per frame
  34350. * @returns the total number of active bones rendered per frame
  34351. */
  34352. getActiveBones(): number;
  34353. /**
  34354. * Gets the performance counter for active bones
  34355. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34356. */
  34357. readonly activeBonesPerfCounter: PerfCounter;
  34358. /**
  34359. * Gets the array of active meshes
  34360. * @returns an array of AbstractMesh
  34361. */
  34362. getActiveMeshes(): SmartArray<AbstractMesh>;
  34363. /**
  34364. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34365. * @returns a number
  34366. */
  34367. getAnimationRatio(): number;
  34368. /**
  34369. * Gets an unique Id for the current render phase
  34370. * @returns a number
  34371. */
  34372. getRenderId(): number;
  34373. /**
  34374. * Gets an unique Id for the current frame
  34375. * @returns a number
  34376. */
  34377. getFrameId(): number;
  34378. /** Call this function if you want to manually increment the render Id*/
  34379. incrementRenderId(): void;
  34380. private _createUbo;
  34381. /**
  34382. * Use this method to simulate a pointer move on a mesh
  34383. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34384. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34385. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34386. * @returns the current scene
  34387. */
  34388. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34389. /**
  34390. * Use this method to simulate a pointer down on a mesh
  34391. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34392. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34393. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34394. * @returns the current scene
  34395. */
  34396. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34397. /**
  34398. * Use this method to simulate a pointer up on a mesh
  34399. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34400. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34401. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34402. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34403. * @returns the current scene
  34404. */
  34405. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34406. /**
  34407. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34408. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34409. * @returns true if the pointer was captured
  34410. */
  34411. isPointerCaptured(pointerId?: number): boolean;
  34412. /**
  34413. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34414. * @param attachUp defines if you want to attach events to pointerup
  34415. * @param attachDown defines if you want to attach events to pointerdown
  34416. * @param attachMove defines if you want to attach events to pointermove
  34417. */
  34418. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34419. /** Detaches all event handlers*/
  34420. detachControl(): void;
  34421. /**
  34422. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34423. * Delay loaded resources are not taking in account
  34424. * @return true if all required resources are ready
  34425. */
  34426. isReady(): boolean;
  34427. /** Resets all cached information relative to material (including effect and visibility) */
  34428. resetCachedMaterial(): void;
  34429. /**
  34430. * Registers a function to be called before every frame render
  34431. * @param func defines the function to register
  34432. */
  34433. registerBeforeRender(func: () => void): void;
  34434. /**
  34435. * Unregisters a function called before every frame render
  34436. * @param func defines the function to unregister
  34437. */
  34438. unregisterBeforeRender(func: () => void): void;
  34439. /**
  34440. * Registers a function to be called after every frame render
  34441. * @param func defines the function to register
  34442. */
  34443. registerAfterRender(func: () => void): void;
  34444. /**
  34445. * Unregisters a function called after every frame render
  34446. * @param func defines the function to unregister
  34447. */
  34448. unregisterAfterRender(func: () => void): void;
  34449. private _executeOnceBeforeRender;
  34450. /**
  34451. * The provided function will run before render once and will be disposed afterwards.
  34452. * A timeout delay can be provided so that the function will be executed in N ms.
  34453. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34454. * @param func The function to be executed.
  34455. * @param timeout optional delay in ms
  34456. */
  34457. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34458. /** @hidden */
  34459. _addPendingData(data: any): void;
  34460. /** @hidden */
  34461. _removePendingData(data: any): void;
  34462. /**
  34463. * Returns the number of items waiting to be loaded
  34464. * @returns the number of items waiting to be loaded
  34465. */
  34466. getWaitingItemsCount(): number;
  34467. /**
  34468. * Returns a boolean indicating if the scene is still loading data
  34469. */
  34470. readonly isLoading: boolean;
  34471. /**
  34472. * Registers a function to be executed when the scene is ready
  34473. * @param {Function} func - the function to be executed
  34474. */
  34475. executeWhenReady(func: () => void): void;
  34476. /**
  34477. * Returns a promise that resolves when the scene is ready
  34478. * @returns A promise that resolves when the scene is ready
  34479. */
  34480. whenReadyAsync(): Promise<void>;
  34481. /** @hidden */
  34482. _checkIsReady(): void;
  34483. /**
  34484. * Gets all animatable attached to the scene
  34485. */
  34486. readonly animatables: Animatable[];
  34487. /**
  34488. * Resets the last animation time frame.
  34489. * Useful to override when animations start running when loading a scene for the first time.
  34490. */
  34491. resetLastAnimationTimeFrame(): void;
  34492. /**
  34493. * Gets the current view matrix
  34494. * @returns a Matrix
  34495. */
  34496. getViewMatrix(): Matrix;
  34497. /**
  34498. * Gets the current projection matrix
  34499. * @returns a Matrix
  34500. */
  34501. getProjectionMatrix(): Matrix;
  34502. /**
  34503. * Gets the current transform matrix
  34504. * @returns a Matrix made of View * Projection
  34505. */
  34506. getTransformMatrix(): Matrix;
  34507. /**
  34508. * Sets the current transform matrix
  34509. * @param viewL defines the View matrix to use
  34510. * @param projectionL defines the Projection matrix to use
  34511. * @param viewR defines the right View matrix to use (if provided)
  34512. * @param projectionR defines the right Projection matrix to use (if provided)
  34513. */
  34514. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34515. /**
  34516. * Gets the uniform buffer used to store scene data
  34517. * @returns a UniformBuffer
  34518. */
  34519. getSceneUniformBuffer(): UniformBuffer;
  34520. /**
  34521. * Gets an unique (relatively to the current scene) Id
  34522. * @returns an unique number for the scene
  34523. */
  34524. getUniqueId(): number;
  34525. /**
  34526. * Add a mesh to the list of scene's meshes
  34527. * @param newMesh defines the mesh to add
  34528. * @param recursive if all child meshes should also be added to the scene
  34529. */
  34530. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34531. /**
  34532. * Remove a mesh for the list of scene's meshes
  34533. * @param toRemove defines the mesh to remove
  34534. * @param recursive if all child meshes should also be removed from the scene
  34535. * @returns the index where the mesh was in the mesh list
  34536. */
  34537. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34538. /**
  34539. * Add a transform node to the list of scene's transform nodes
  34540. * @param newTransformNode defines the transform node to add
  34541. */
  34542. addTransformNode(newTransformNode: TransformNode): void;
  34543. /**
  34544. * Remove a transform node for the list of scene's transform nodes
  34545. * @param toRemove defines the transform node to remove
  34546. * @returns the index where the transform node was in the transform node list
  34547. */
  34548. removeTransformNode(toRemove: TransformNode): number;
  34549. /**
  34550. * Remove a skeleton for the list of scene's skeletons
  34551. * @param toRemove defines the skeleton to remove
  34552. * @returns the index where the skeleton was in the skeleton list
  34553. */
  34554. removeSkeleton(toRemove: Skeleton): number;
  34555. /**
  34556. * Remove a morph target for the list of scene's morph targets
  34557. * @param toRemove defines the morph target to remove
  34558. * @returns the index where the morph target was in the morph target list
  34559. */
  34560. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34561. /**
  34562. * Remove a light for the list of scene's lights
  34563. * @param toRemove defines the light to remove
  34564. * @returns the index where the light was in the light list
  34565. */
  34566. removeLight(toRemove: Light): number;
  34567. /**
  34568. * Remove a camera for the list of scene's cameras
  34569. * @param toRemove defines the camera to remove
  34570. * @returns the index where the camera was in the camera list
  34571. */
  34572. removeCamera(toRemove: Camera): number;
  34573. /**
  34574. * Remove a particle system for the list of scene's particle systems
  34575. * @param toRemove defines the particle system to remove
  34576. * @returns the index where the particle system was in the particle system list
  34577. */
  34578. removeParticleSystem(toRemove: IParticleSystem): number;
  34579. /**
  34580. * Remove a animation for the list of scene's animations
  34581. * @param toRemove defines the animation to remove
  34582. * @returns the index where the animation was in the animation list
  34583. */
  34584. removeAnimation(toRemove: Animation): number;
  34585. /**
  34586. * Will stop the animation of the given target
  34587. * @param target - the target
  34588. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34589. * @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)
  34590. */
  34591. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34592. /**
  34593. * Removes the given animation group from this scene.
  34594. * @param toRemove The animation group to remove
  34595. * @returns The index of the removed animation group
  34596. */
  34597. removeAnimationGroup(toRemove: AnimationGroup): number;
  34598. /**
  34599. * Removes the given multi-material from this scene.
  34600. * @param toRemove The multi-material to remove
  34601. * @returns The index of the removed multi-material
  34602. */
  34603. removeMultiMaterial(toRemove: MultiMaterial): number;
  34604. /**
  34605. * Removes the given material from this scene.
  34606. * @param toRemove The material to remove
  34607. * @returns The index of the removed material
  34608. */
  34609. removeMaterial(toRemove: Material): number;
  34610. /**
  34611. * Removes the given action manager from this scene.
  34612. * @param toRemove The action manager to remove
  34613. * @returns The index of the removed action manager
  34614. */
  34615. removeActionManager(toRemove: AbstractActionManager): number;
  34616. /**
  34617. * Removes the given texture from this scene.
  34618. * @param toRemove The texture to remove
  34619. * @returns The index of the removed texture
  34620. */
  34621. removeTexture(toRemove: BaseTexture): number;
  34622. /**
  34623. * Adds the given light to this scene
  34624. * @param newLight The light to add
  34625. */
  34626. addLight(newLight: Light): void;
  34627. /**
  34628. * Sorts the list list based on light priorities
  34629. */
  34630. sortLightsByPriority(): void;
  34631. /**
  34632. * Adds the given camera to this scene
  34633. * @param newCamera The camera to add
  34634. */
  34635. addCamera(newCamera: Camera): void;
  34636. /**
  34637. * Adds the given skeleton to this scene
  34638. * @param newSkeleton The skeleton to add
  34639. */
  34640. addSkeleton(newSkeleton: Skeleton): void;
  34641. /**
  34642. * Adds the given particle system to this scene
  34643. * @param newParticleSystem The particle system to add
  34644. */
  34645. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34646. /**
  34647. * Adds the given animation to this scene
  34648. * @param newAnimation The animation to add
  34649. */
  34650. addAnimation(newAnimation: Animation): void;
  34651. /**
  34652. * Adds the given animation group to this scene.
  34653. * @param newAnimationGroup The animation group to add
  34654. */
  34655. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34656. /**
  34657. * Adds the given multi-material to this scene
  34658. * @param newMultiMaterial The multi-material to add
  34659. */
  34660. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34661. /**
  34662. * Adds the given material to this scene
  34663. * @param newMaterial The material to add
  34664. */
  34665. addMaterial(newMaterial: Material): void;
  34666. /**
  34667. * Adds the given morph target to this scene
  34668. * @param newMorphTargetManager The morph target to add
  34669. */
  34670. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34671. /**
  34672. * Adds the given geometry to this scene
  34673. * @param newGeometry The geometry to add
  34674. */
  34675. addGeometry(newGeometry: Geometry): void;
  34676. /**
  34677. * Adds the given action manager to this scene
  34678. * @param newActionManager The action manager to add
  34679. */
  34680. addActionManager(newActionManager: AbstractActionManager): void;
  34681. /**
  34682. * Adds the given texture to this scene.
  34683. * @param newTexture The texture to add
  34684. */
  34685. addTexture(newTexture: BaseTexture): void;
  34686. /**
  34687. * Switch active camera
  34688. * @param newCamera defines the new active camera
  34689. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34690. */
  34691. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34692. /**
  34693. * sets the active camera of the scene using its ID
  34694. * @param id defines the camera's ID
  34695. * @return the new active camera or null if none found.
  34696. */
  34697. setActiveCameraByID(id: string): Nullable<Camera>;
  34698. /**
  34699. * sets the active camera of the scene using its name
  34700. * @param name defines the camera's name
  34701. * @returns the new active camera or null if none found.
  34702. */
  34703. setActiveCameraByName(name: string): Nullable<Camera>;
  34704. /**
  34705. * get an animation group using its name
  34706. * @param name defines the material's name
  34707. * @return the animation group or null if none found.
  34708. */
  34709. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34710. /**
  34711. * Get a material using its unique id
  34712. * @param uniqueId defines the material's unique id
  34713. * @return the material or null if none found.
  34714. */
  34715. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34716. /**
  34717. * get a material using its id
  34718. * @param id defines the material's ID
  34719. * @return the material or null if none found.
  34720. */
  34721. getMaterialByID(id: string): Nullable<Material>;
  34722. /**
  34723. * Gets a the last added material using a given id
  34724. * @param id defines the material's ID
  34725. * @return the last material with the given id or null if none found.
  34726. */
  34727. getLastMaterialByID(id: string): Nullable<Material>;
  34728. /**
  34729. * Gets a material using its name
  34730. * @param name defines the material's name
  34731. * @return the material or null if none found.
  34732. */
  34733. getMaterialByName(name: string): Nullable<Material>;
  34734. /**
  34735. * Gets a camera using its id
  34736. * @param id defines the id to look for
  34737. * @returns the camera or null if not found
  34738. */
  34739. getCameraByID(id: string): Nullable<Camera>;
  34740. /**
  34741. * Gets a camera using its unique id
  34742. * @param uniqueId defines the unique id to look for
  34743. * @returns the camera or null if not found
  34744. */
  34745. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34746. /**
  34747. * Gets a camera using its name
  34748. * @param name defines the camera's name
  34749. * @return the camera or null if none found.
  34750. */
  34751. getCameraByName(name: string): Nullable<Camera>;
  34752. /**
  34753. * Gets a bone using its id
  34754. * @param id defines the bone's id
  34755. * @return the bone or null if not found
  34756. */
  34757. getBoneByID(id: string): Nullable<Bone>;
  34758. /**
  34759. * Gets a bone using its id
  34760. * @param name defines the bone's name
  34761. * @return the bone or null if not found
  34762. */
  34763. getBoneByName(name: string): Nullable<Bone>;
  34764. /**
  34765. * Gets a light node using its name
  34766. * @param name defines the the light's name
  34767. * @return the light or null if none found.
  34768. */
  34769. getLightByName(name: string): Nullable<Light>;
  34770. /**
  34771. * Gets a light node using its id
  34772. * @param id defines the light's id
  34773. * @return the light or null if none found.
  34774. */
  34775. getLightByID(id: string): Nullable<Light>;
  34776. /**
  34777. * Gets a light node using its scene-generated unique ID
  34778. * @param uniqueId defines the light's unique id
  34779. * @return the light or null if none found.
  34780. */
  34781. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34782. /**
  34783. * Gets a particle system by id
  34784. * @param id defines the particle system id
  34785. * @return the corresponding system or null if none found
  34786. */
  34787. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34788. /**
  34789. * Gets a geometry using its ID
  34790. * @param id defines the geometry's id
  34791. * @return the geometry or null if none found.
  34792. */
  34793. getGeometryByID(id: string): Nullable<Geometry>;
  34794. private _getGeometryByUniqueID;
  34795. /**
  34796. * Add a new geometry to this scene
  34797. * @param geometry defines the geometry to be added to the scene.
  34798. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34799. * @return a boolean defining if the geometry was added or not
  34800. */
  34801. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34802. /**
  34803. * Removes an existing geometry
  34804. * @param geometry defines the geometry to be removed from the scene
  34805. * @return a boolean defining if the geometry was removed or not
  34806. */
  34807. removeGeometry(geometry: Geometry): boolean;
  34808. /**
  34809. * Gets the list of geometries attached to the scene
  34810. * @returns an array of Geometry
  34811. */
  34812. getGeometries(): Geometry[];
  34813. /**
  34814. * Gets the first added mesh found of a given ID
  34815. * @param id defines the id to search for
  34816. * @return the mesh found or null if not found at all
  34817. */
  34818. getMeshByID(id: string): Nullable<AbstractMesh>;
  34819. /**
  34820. * Gets a list of meshes using their id
  34821. * @param id defines the id to search for
  34822. * @returns a list of meshes
  34823. */
  34824. getMeshesByID(id: string): Array<AbstractMesh>;
  34825. /**
  34826. * Gets the first added transform node found of a given ID
  34827. * @param id defines the id to search for
  34828. * @return the found transform node or null if not found at all.
  34829. */
  34830. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34831. /**
  34832. * Gets a transform node with its auto-generated unique id
  34833. * @param uniqueId efines the unique id to search for
  34834. * @return the found transform node or null if not found at all.
  34835. */
  34836. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34837. /**
  34838. * Gets a list of transform nodes using their id
  34839. * @param id defines the id to search for
  34840. * @returns a list of transform nodes
  34841. */
  34842. getTransformNodesByID(id: string): Array<TransformNode>;
  34843. /**
  34844. * Gets a mesh with its auto-generated unique id
  34845. * @param uniqueId defines the unique id to search for
  34846. * @return the found mesh or null if not found at all.
  34847. */
  34848. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34849. /**
  34850. * Gets a the last added mesh using a given id
  34851. * @param id defines the id to search for
  34852. * @return the found mesh or null if not found at all.
  34853. */
  34854. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34855. /**
  34856. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34857. * @param id defines the id to search for
  34858. * @return the found node or null if not found at all
  34859. */
  34860. getLastEntryByID(id: string): Nullable<Node>;
  34861. /**
  34862. * Gets a node (Mesh, Camera, Light) using a given id
  34863. * @param id defines the id to search for
  34864. * @return the found node or null if not found at all
  34865. */
  34866. getNodeByID(id: string): Nullable<Node>;
  34867. /**
  34868. * Gets a node (Mesh, Camera, Light) using a given name
  34869. * @param name defines the name to search for
  34870. * @return the found node or null if not found at all.
  34871. */
  34872. getNodeByName(name: string): Nullable<Node>;
  34873. /**
  34874. * Gets a mesh using a given name
  34875. * @param name defines the name to search for
  34876. * @return the found mesh or null if not found at all.
  34877. */
  34878. getMeshByName(name: string): Nullable<AbstractMesh>;
  34879. /**
  34880. * Gets a transform node using a given name
  34881. * @param name defines the name to search for
  34882. * @return the found transform node or null if not found at all.
  34883. */
  34884. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34885. /**
  34886. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34887. * @param id defines the id to search for
  34888. * @return the found skeleton or null if not found at all.
  34889. */
  34890. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34891. /**
  34892. * Gets a skeleton using a given auto generated unique id
  34893. * @param uniqueId defines the unique id to search for
  34894. * @return the found skeleton or null if not found at all.
  34895. */
  34896. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  34897. /**
  34898. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  34899. * @param id defines the id to search for
  34900. * @return the found skeleton or null if not found at all.
  34901. */
  34902. getSkeletonById(id: string): Nullable<Skeleton>;
  34903. /**
  34904. * Gets a skeleton using a given name
  34905. * @param name defines the name to search for
  34906. * @return the found skeleton or null if not found at all.
  34907. */
  34908. getSkeletonByName(name: string): Nullable<Skeleton>;
  34909. /**
  34910. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  34911. * @param id defines the id to search for
  34912. * @return the found morph target manager or null if not found at all.
  34913. */
  34914. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  34915. /**
  34916. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  34917. * @param id defines the id to search for
  34918. * @return the found morph target or null if not found at all.
  34919. */
  34920. getMorphTargetById(id: string): Nullable<MorphTarget>;
  34921. /**
  34922. * Gets a boolean indicating if the given mesh is active
  34923. * @param mesh defines the mesh to look for
  34924. * @returns true if the mesh is in the active list
  34925. */
  34926. isActiveMesh(mesh: AbstractMesh): boolean;
  34927. /**
  34928. * Return a unique id as a string which can serve as an identifier for the scene
  34929. */
  34930. readonly uid: string;
  34931. /**
  34932. * Add an externaly attached data from its key.
  34933. * This method call will fail and return false, if such key already exists.
  34934. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  34935. * @param key the unique key that identifies the data
  34936. * @param data the data object to associate to the key for this Engine instance
  34937. * @return true if no such key were already present and the data was added successfully, false otherwise
  34938. */
  34939. addExternalData<T>(key: string, data: T): boolean;
  34940. /**
  34941. * Get an externaly attached data from its key
  34942. * @param key the unique key that identifies the data
  34943. * @return the associated data, if present (can be null), or undefined if not present
  34944. */
  34945. getExternalData<T>(key: string): Nullable<T>;
  34946. /**
  34947. * Get an externaly attached data from its key, create it using a factory if it's not already present
  34948. * @param key the unique key that identifies the data
  34949. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  34950. * @return the associated data, can be null if the factory returned null.
  34951. */
  34952. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  34953. /**
  34954. * Remove an externaly attached data from the Engine instance
  34955. * @param key the unique key that identifies the data
  34956. * @return true if the data was successfully removed, false if it doesn't exist
  34957. */
  34958. removeExternalData(key: string): boolean;
  34959. private _evaluateSubMesh;
  34960. /**
  34961. * Clear the processed materials smart array preventing retention point in material dispose.
  34962. */
  34963. freeProcessedMaterials(): void;
  34964. private _preventFreeActiveMeshesAndRenderingGroups;
  34965. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  34966. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  34967. * when disposing several meshes in a row or a hierarchy of meshes.
  34968. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  34969. */
  34970. blockfreeActiveMeshesAndRenderingGroups: boolean;
  34971. /**
  34972. * Clear the active meshes smart array preventing retention point in mesh dispose.
  34973. */
  34974. freeActiveMeshes(): void;
  34975. /**
  34976. * Clear the info related to rendering groups preventing retention points during dispose.
  34977. */
  34978. freeRenderingGroups(): void;
  34979. /** @hidden */
  34980. _isInIntermediateRendering(): boolean;
  34981. /**
  34982. * Lambda returning the list of potentially active meshes.
  34983. */
  34984. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  34985. /**
  34986. * Lambda returning the list of potentially active sub meshes.
  34987. */
  34988. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  34989. /**
  34990. * Lambda returning the list of potentially intersecting sub meshes.
  34991. */
  34992. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  34993. /**
  34994. * Lambda returning the list of potentially colliding sub meshes.
  34995. */
  34996. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  34997. private _activeMeshesFrozen;
  34998. /**
  34999. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35000. * @returns the current scene
  35001. */
  35002. freezeActiveMeshes(): Scene;
  35003. /**
  35004. * Use this function to restart evaluating active meshes on every frame
  35005. * @returns the current scene
  35006. */
  35007. unfreezeActiveMeshes(): Scene;
  35008. private _evaluateActiveMeshes;
  35009. private _activeMesh;
  35010. /**
  35011. * Update the transform matrix to update from the current active camera
  35012. * @param force defines a boolean used to force the update even if cache is up to date
  35013. */
  35014. updateTransformMatrix(force?: boolean): void;
  35015. private _bindFrameBuffer;
  35016. /** @hidden */
  35017. _allowPostProcessClearColor: boolean;
  35018. /** @hidden */
  35019. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35020. private _processSubCameras;
  35021. private _checkIntersections;
  35022. /** @hidden */
  35023. _advancePhysicsEngineStep(step: number): void;
  35024. /**
  35025. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35026. */
  35027. getDeterministicFrameTime: () => number;
  35028. /** @hidden */
  35029. _animate(): void;
  35030. /** Execute all animations (for a frame) */
  35031. animate(): void;
  35032. /**
  35033. * Render the scene
  35034. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35035. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35036. */
  35037. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35038. /**
  35039. * Freeze all materials
  35040. * A frozen material will not be updatable but should be faster to render
  35041. */
  35042. freezeMaterials(): void;
  35043. /**
  35044. * Unfreeze all materials
  35045. * A frozen material will not be updatable but should be faster to render
  35046. */
  35047. unfreezeMaterials(): void;
  35048. /**
  35049. * Releases all held ressources
  35050. */
  35051. dispose(): void;
  35052. /**
  35053. * Gets if the scene is already disposed
  35054. */
  35055. readonly isDisposed: boolean;
  35056. /**
  35057. * Call this function to reduce memory footprint of the scene.
  35058. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35059. */
  35060. clearCachedVertexData(): void;
  35061. /**
  35062. * This function will remove the local cached buffer data from texture.
  35063. * It will save memory but will prevent the texture from being rebuilt
  35064. */
  35065. cleanCachedTextureBuffer(): void;
  35066. /**
  35067. * Get the world extend vectors with an optional filter
  35068. *
  35069. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35070. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35071. */
  35072. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35073. min: Vector3;
  35074. max: Vector3;
  35075. };
  35076. /**
  35077. * Creates a ray that can be used to pick in the scene
  35078. * @param x defines the x coordinate of the origin (on-screen)
  35079. * @param y defines the y coordinate of the origin (on-screen)
  35080. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35081. * @param camera defines the camera to use for the picking
  35082. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35083. * @returns a Ray
  35084. */
  35085. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35086. /**
  35087. * Creates a ray that can be used to pick in the scene
  35088. * @param x defines the x coordinate of the origin (on-screen)
  35089. * @param y defines the y coordinate of the origin (on-screen)
  35090. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35091. * @param result defines the ray where to store the picking ray
  35092. * @param camera defines the camera to use for the picking
  35093. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35094. * @returns the current scene
  35095. */
  35096. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35097. /**
  35098. * Creates a ray that can be used to pick in the scene
  35099. * @param x defines the x coordinate of the origin (on-screen)
  35100. * @param y defines the y coordinate of the origin (on-screen)
  35101. * @param camera defines the camera to use for the picking
  35102. * @returns a Ray
  35103. */
  35104. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35105. /**
  35106. * Creates a ray that can be used to pick in the scene
  35107. * @param x defines the x coordinate of the origin (on-screen)
  35108. * @param y defines the y coordinate of the origin (on-screen)
  35109. * @param result defines the ray where to store the picking ray
  35110. * @param camera defines the camera to use for the picking
  35111. * @returns the current scene
  35112. */
  35113. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35114. /** Launch a ray to try to pick a mesh in the scene
  35115. * @param x position on screen
  35116. * @param y position on screen
  35117. * @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
  35118. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35119. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35120. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35121. * @returns a PickingInfo
  35122. */
  35123. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35124. /** Use the given ray to pick a mesh in the scene
  35125. * @param ray The ray to use to pick meshes
  35126. * @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
  35127. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35128. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35129. * @returns a PickingInfo
  35130. */
  35131. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35132. /**
  35133. * Launch a ray to try to pick a mesh in the scene
  35134. * @param x X position on screen
  35135. * @param y Y position on screen
  35136. * @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
  35137. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35138. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35139. * @returns an array of PickingInfo
  35140. */
  35141. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35142. /**
  35143. * Launch a ray to try to pick a mesh in the scene
  35144. * @param ray Ray to use
  35145. * @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
  35146. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35147. * @returns an array of PickingInfo
  35148. */
  35149. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35150. /**
  35151. * Force the value of meshUnderPointer
  35152. * @param mesh defines the mesh to use
  35153. */
  35154. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35155. /**
  35156. * Gets the mesh under the pointer
  35157. * @returns a Mesh or null if no mesh is under the pointer
  35158. */
  35159. getPointerOverMesh(): Nullable<AbstractMesh>;
  35160. /** @hidden */
  35161. _rebuildGeometries(): void;
  35162. /** @hidden */
  35163. _rebuildTextures(): void;
  35164. private _getByTags;
  35165. /**
  35166. * Get a list of meshes by tags
  35167. * @param tagsQuery defines the tags query to use
  35168. * @param forEach defines a predicate used to filter results
  35169. * @returns an array of Mesh
  35170. */
  35171. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35172. /**
  35173. * Get a list of cameras by tags
  35174. * @param tagsQuery defines the tags query to use
  35175. * @param forEach defines a predicate used to filter results
  35176. * @returns an array of Camera
  35177. */
  35178. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35179. /**
  35180. * Get a list of lights by tags
  35181. * @param tagsQuery defines the tags query to use
  35182. * @param forEach defines a predicate used to filter results
  35183. * @returns an array of Light
  35184. */
  35185. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35186. /**
  35187. * Get a list of materials by tags
  35188. * @param tagsQuery defines the tags query to use
  35189. * @param forEach defines a predicate used to filter results
  35190. * @returns an array of Material
  35191. */
  35192. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35193. /**
  35194. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35195. * This allowed control for front to back rendering or reversly depending of the special needs.
  35196. *
  35197. * @param renderingGroupId The rendering group id corresponding to its index
  35198. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35199. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35200. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35201. */
  35202. 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;
  35203. /**
  35204. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35205. *
  35206. * @param renderingGroupId The rendering group id corresponding to its index
  35207. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35208. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35209. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35210. */
  35211. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35212. /**
  35213. * Gets the current auto clear configuration for one rendering group of the rendering
  35214. * manager.
  35215. * @param index the rendering group index to get the information for
  35216. * @returns The auto clear setup for the requested rendering group
  35217. */
  35218. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35219. private _blockMaterialDirtyMechanism;
  35220. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35221. blockMaterialDirtyMechanism: boolean;
  35222. /**
  35223. * Will flag all materials as dirty to trigger new shader compilation
  35224. * @param flag defines the flag used to specify which material part must be marked as dirty
  35225. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35226. */
  35227. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35228. /** @hidden */
  35229. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35230. /** @hidden */
  35231. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35232. }
  35233. }
  35234. declare module "babylonjs/assetContainer" {
  35235. import { AbstractScene } from "babylonjs/abstractScene";
  35236. import { Scene } from "babylonjs/scene";
  35237. import { Mesh } from "babylonjs/Meshes/mesh";
  35238. /**
  35239. * Set of assets to keep when moving a scene into an asset container.
  35240. */
  35241. export class KeepAssets extends AbstractScene {
  35242. }
  35243. /**
  35244. * Container with a set of assets that can be added or removed from a scene.
  35245. */
  35246. export class AssetContainer extends AbstractScene {
  35247. /**
  35248. * The scene the AssetContainer belongs to.
  35249. */
  35250. scene: Scene;
  35251. /**
  35252. * Instantiates an AssetContainer.
  35253. * @param scene The scene the AssetContainer belongs to.
  35254. */
  35255. constructor(scene: Scene);
  35256. /**
  35257. * Adds all the assets from the container to the scene.
  35258. */
  35259. addAllToScene(): void;
  35260. /**
  35261. * Removes all the assets in the container from the scene
  35262. */
  35263. removeAllFromScene(): void;
  35264. /**
  35265. * Disposes all the assets in the container
  35266. */
  35267. dispose(): void;
  35268. private _moveAssets;
  35269. /**
  35270. * Removes all the assets contained in the scene and adds them to the container.
  35271. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35272. */
  35273. moveAllFromScene(keepAssets?: KeepAssets): void;
  35274. /**
  35275. * 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.
  35276. * @returns the root mesh
  35277. */
  35278. createRootMesh(): Mesh;
  35279. }
  35280. }
  35281. declare module "babylonjs/abstractScene" {
  35282. import { Scene } from "babylonjs/scene";
  35283. import { Nullable } from "babylonjs/types";
  35284. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35285. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35286. import { Geometry } from "babylonjs/Meshes/geometry";
  35287. import { Skeleton } from "babylonjs/Bones/skeleton";
  35288. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35289. import { AssetContainer } from "babylonjs/assetContainer";
  35290. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35291. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35292. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35293. import { Material } from "babylonjs/Materials/material";
  35294. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35295. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35296. import { Camera } from "babylonjs/Cameras/camera";
  35297. import { Light } from "babylonjs/Lights/light";
  35298. import { Node } from "babylonjs/node";
  35299. import { Animation } from "babylonjs/Animations/animation";
  35300. /**
  35301. * Defines how the parser contract is defined.
  35302. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35303. */
  35304. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35305. /**
  35306. * Defines how the individual parser contract is defined.
  35307. * These parser can parse an individual asset
  35308. */
  35309. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35310. /**
  35311. * Base class of the scene acting as a container for the different elements composing a scene.
  35312. * This class is dynamically extended by the different components of the scene increasing
  35313. * flexibility and reducing coupling
  35314. */
  35315. export abstract class AbstractScene {
  35316. /**
  35317. * Stores the list of available parsers in the application.
  35318. */
  35319. private static _BabylonFileParsers;
  35320. /**
  35321. * Stores the list of available individual parsers in the application.
  35322. */
  35323. private static _IndividualBabylonFileParsers;
  35324. /**
  35325. * Adds a parser in the list of available ones
  35326. * @param name Defines the name of the parser
  35327. * @param parser Defines the parser to add
  35328. */
  35329. static AddParser(name: string, parser: BabylonFileParser): void;
  35330. /**
  35331. * Gets a general parser from the list of avaialble ones
  35332. * @param name Defines the name of the parser
  35333. * @returns the requested parser or null
  35334. */
  35335. static GetParser(name: string): Nullable<BabylonFileParser>;
  35336. /**
  35337. * Adds n individual parser in the list of available ones
  35338. * @param name Defines the name of the parser
  35339. * @param parser Defines the parser to add
  35340. */
  35341. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35342. /**
  35343. * Gets an individual parser from the list of avaialble ones
  35344. * @param name Defines the name of the parser
  35345. * @returns the requested parser or null
  35346. */
  35347. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35348. /**
  35349. * Parser json data and populate both a scene and its associated container object
  35350. * @param jsonData Defines the data to parse
  35351. * @param scene Defines the scene to parse the data for
  35352. * @param container Defines the container attached to the parsing sequence
  35353. * @param rootUrl Defines the root url of the data
  35354. */
  35355. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35356. /**
  35357. * Gets the list of root nodes (ie. nodes with no parent)
  35358. */
  35359. rootNodes: Node[];
  35360. /** All of the cameras added to this scene
  35361. * @see http://doc.babylonjs.com/babylon101/cameras
  35362. */
  35363. cameras: Camera[];
  35364. /**
  35365. * All of the lights added to this scene
  35366. * @see http://doc.babylonjs.com/babylon101/lights
  35367. */
  35368. lights: Light[];
  35369. /**
  35370. * All of the (abstract) meshes added to this scene
  35371. */
  35372. meshes: AbstractMesh[];
  35373. /**
  35374. * The list of skeletons added to the scene
  35375. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35376. */
  35377. skeletons: Skeleton[];
  35378. /**
  35379. * All of the particle systems added to this scene
  35380. * @see http://doc.babylonjs.com/babylon101/particles
  35381. */
  35382. particleSystems: IParticleSystem[];
  35383. /**
  35384. * Gets a list of Animations associated with the scene
  35385. */
  35386. animations: Animation[];
  35387. /**
  35388. * All of the animation groups added to this scene
  35389. * @see http://doc.babylonjs.com/how_to/group
  35390. */
  35391. animationGroups: AnimationGroup[];
  35392. /**
  35393. * All of the multi-materials added to this scene
  35394. * @see http://doc.babylonjs.com/how_to/multi_materials
  35395. */
  35396. multiMaterials: MultiMaterial[];
  35397. /**
  35398. * All of the materials added to this scene
  35399. * In the context of a Scene, it is not supposed to be modified manually.
  35400. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35401. * Note also that the order of the Material wihin the array is not significant and might change.
  35402. * @see http://doc.babylonjs.com/babylon101/materials
  35403. */
  35404. materials: Material[];
  35405. /**
  35406. * The list of morph target managers added to the scene
  35407. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35408. */
  35409. morphTargetManagers: MorphTargetManager[];
  35410. /**
  35411. * The list of geometries used in the scene.
  35412. */
  35413. geometries: Geometry[];
  35414. /**
  35415. * All of the tranform nodes added to this scene
  35416. * In the context of a Scene, it is not supposed to be modified manually.
  35417. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35418. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35419. * @see http://doc.babylonjs.com/how_to/transformnode
  35420. */
  35421. transformNodes: TransformNode[];
  35422. /**
  35423. * ActionManagers available on the scene.
  35424. */
  35425. actionManagers: AbstractActionManager[];
  35426. /**
  35427. * Textures to keep.
  35428. */
  35429. textures: BaseTexture[];
  35430. /**
  35431. * Environment texture for the scene
  35432. */
  35433. environmentTexture: Nullable<BaseTexture>;
  35434. }
  35435. }
  35436. declare module "babylonjs/Audio/sound" {
  35437. import { Observable } from "babylonjs/Misc/observable";
  35438. import { Vector3 } from "babylonjs/Maths/math.vector";
  35439. import { Nullable } from "babylonjs/types";
  35440. import { Scene } from "babylonjs/scene";
  35441. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35442. /**
  35443. * Interface used to define options for Sound class
  35444. */
  35445. export interface ISoundOptions {
  35446. /**
  35447. * Does the sound autoplay once loaded.
  35448. */
  35449. autoplay?: boolean;
  35450. /**
  35451. * Does the sound loop after it finishes playing once.
  35452. */
  35453. loop?: boolean;
  35454. /**
  35455. * Sound's volume
  35456. */
  35457. volume?: number;
  35458. /**
  35459. * Is it a spatial sound?
  35460. */
  35461. spatialSound?: boolean;
  35462. /**
  35463. * Maximum distance to hear that sound
  35464. */
  35465. maxDistance?: number;
  35466. /**
  35467. * Uses user defined attenuation function
  35468. */
  35469. useCustomAttenuation?: boolean;
  35470. /**
  35471. * Define the roll off factor of spatial sounds.
  35472. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35473. */
  35474. rolloffFactor?: number;
  35475. /**
  35476. * Define the reference distance the sound should be heard perfectly.
  35477. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35478. */
  35479. refDistance?: number;
  35480. /**
  35481. * Define the distance attenuation model the sound will follow.
  35482. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35483. */
  35484. distanceModel?: string;
  35485. /**
  35486. * Defines the playback speed (1 by default)
  35487. */
  35488. playbackRate?: number;
  35489. /**
  35490. * Defines if the sound is from a streaming source
  35491. */
  35492. streaming?: boolean;
  35493. /**
  35494. * Defines an optional length (in seconds) inside the sound file
  35495. */
  35496. length?: number;
  35497. /**
  35498. * Defines an optional offset (in seconds) inside the sound file
  35499. */
  35500. offset?: number;
  35501. /**
  35502. * If true, URLs will not be required to state the audio file codec to use.
  35503. */
  35504. skipCodecCheck?: boolean;
  35505. }
  35506. /**
  35507. * Defines a sound that can be played in the application.
  35508. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35509. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35510. */
  35511. export class Sound {
  35512. /**
  35513. * The name of the sound in the scene.
  35514. */
  35515. name: string;
  35516. /**
  35517. * Does the sound autoplay once loaded.
  35518. */
  35519. autoplay: boolean;
  35520. /**
  35521. * Does the sound loop after it finishes playing once.
  35522. */
  35523. loop: boolean;
  35524. /**
  35525. * Does the sound use a custom attenuation curve to simulate the falloff
  35526. * happening when the source gets further away from the camera.
  35527. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35528. */
  35529. useCustomAttenuation: boolean;
  35530. /**
  35531. * The sound track id this sound belongs to.
  35532. */
  35533. soundTrackId: number;
  35534. /**
  35535. * Is this sound currently played.
  35536. */
  35537. isPlaying: boolean;
  35538. /**
  35539. * Is this sound currently paused.
  35540. */
  35541. isPaused: boolean;
  35542. /**
  35543. * Does this sound enables spatial sound.
  35544. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35545. */
  35546. spatialSound: boolean;
  35547. /**
  35548. * Define the reference distance the sound should be heard perfectly.
  35549. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35550. */
  35551. refDistance: number;
  35552. /**
  35553. * Define the roll off factor of spatial sounds.
  35554. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35555. */
  35556. rolloffFactor: number;
  35557. /**
  35558. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35559. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35560. */
  35561. maxDistance: number;
  35562. /**
  35563. * Define the distance attenuation model the sound will follow.
  35564. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35565. */
  35566. distanceModel: string;
  35567. /**
  35568. * @hidden
  35569. * Back Compat
  35570. **/
  35571. onended: () => any;
  35572. /**
  35573. * Observable event when the current playing sound finishes.
  35574. */
  35575. onEndedObservable: Observable<Sound>;
  35576. private _panningModel;
  35577. private _playbackRate;
  35578. private _streaming;
  35579. private _startTime;
  35580. private _startOffset;
  35581. private _position;
  35582. /** @hidden */
  35583. _positionInEmitterSpace: boolean;
  35584. private _localDirection;
  35585. private _volume;
  35586. private _isReadyToPlay;
  35587. private _isDirectional;
  35588. private _readyToPlayCallback;
  35589. private _audioBuffer;
  35590. private _soundSource;
  35591. private _streamingSource;
  35592. private _soundPanner;
  35593. private _soundGain;
  35594. private _inputAudioNode;
  35595. private _outputAudioNode;
  35596. private _coneInnerAngle;
  35597. private _coneOuterAngle;
  35598. private _coneOuterGain;
  35599. private _scene;
  35600. private _connectedTransformNode;
  35601. private _customAttenuationFunction;
  35602. private _registerFunc;
  35603. private _isOutputConnected;
  35604. private _htmlAudioElement;
  35605. private _urlType;
  35606. private _length?;
  35607. private _offset?;
  35608. /** @hidden */
  35609. static _SceneComponentInitialization: (scene: Scene) => void;
  35610. /**
  35611. * Create a sound and attach it to a scene
  35612. * @param name Name of your sound
  35613. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35614. * @param scene defines the scene the sound belongs to
  35615. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35616. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35617. */
  35618. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35619. /**
  35620. * Release the sound and its associated resources
  35621. */
  35622. dispose(): void;
  35623. /**
  35624. * Gets if the sounds is ready to be played or not.
  35625. * @returns true if ready, otherwise false
  35626. */
  35627. isReady(): boolean;
  35628. private _soundLoaded;
  35629. /**
  35630. * Sets the data of the sound from an audiobuffer
  35631. * @param audioBuffer The audioBuffer containing the data
  35632. */
  35633. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35634. /**
  35635. * Updates the current sounds options such as maxdistance, loop...
  35636. * @param options A JSON object containing values named as the object properties
  35637. */
  35638. updateOptions(options: ISoundOptions): void;
  35639. private _createSpatialParameters;
  35640. private _updateSpatialParameters;
  35641. /**
  35642. * Switch the panning model to HRTF:
  35643. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35644. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35645. */
  35646. switchPanningModelToHRTF(): void;
  35647. /**
  35648. * Switch the panning model to Equal Power:
  35649. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35650. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35651. */
  35652. switchPanningModelToEqualPower(): void;
  35653. private _switchPanningModel;
  35654. /**
  35655. * Connect this sound to a sound track audio node like gain...
  35656. * @param soundTrackAudioNode the sound track audio node to connect to
  35657. */
  35658. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35659. /**
  35660. * Transform this sound into a directional source
  35661. * @param coneInnerAngle Size of the inner cone in degree
  35662. * @param coneOuterAngle Size of the outer cone in degree
  35663. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35664. */
  35665. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35666. /**
  35667. * Gets or sets the inner angle for the directional cone.
  35668. */
  35669. /**
  35670. * Gets or sets the inner angle for the directional cone.
  35671. */
  35672. directionalConeInnerAngle: number;
  35673. /**
  35674. * Gets or sets the outer angle for the directional cone.
  35675. */
  35676. /**
  35677. * Gets or sets the outer angle for the directional cone.
  35678. */
  35679. directionalConeOuterAngle: number;
  35680. /**
  35681. * Sets the position of the emitter if spatial sound is enabled
  35682. * @param newPosition Defines the new posisiton
  35683. */
  35684. setPosition(newPosition: Vector3): void;
  35685. /**
  35686. * Sets the local direction of the emitter if spatial sound is enabled
  35687. * @param newLocalDirection Defines the new local direction
  35688. */
  35689. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35690. private _updateDirection;
  35691. /** @hidden */
  35692. updateDistanceFromListener(): void;
  35693. /**
  35694. * Sets a new custom attenuation function for the sound.
  35695. * @param callback Defines the function used for the attenuation
  35696. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35697. */
  35698. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35699. /**
  35700. * Play the sound
  35701. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35702. * @param offset (optional) Start the sound at a specific time in seconds
  35703. * @param length (optional) Sound duration (in seconds)
  35704. */
  35705. play(time?: number, offset?: number, length?: number): void;
  35706. private _onended;
  35707. /**
  35708. * Stop the sound
  35709. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35710. */
  35711. stop(time?: number): void;
  35712. /**
  35713. * Put the sound in pause
  35714. */
  35715. pause(): void;
  35716. /**
  35717. * Sets a dedicated volume for this sounds
  35718. * @param newVolume Define the new volume of the sound
  35719. * @param time Define time for gradual change to new volume
  35720. */
  35721. setVolume(newVolume: number, time?: number): void;
  35722. /**
  35723. * Set the sound play back rate
  35724. * @param newPlaybackRate Define the playback rate the sound should be played at
  35725. */
  35726. setPlaybackRate(newPlaybackRate: number): void;
  35727. /**
  35728. * Gets the volume of the sound.
  35729. * @returns the volume of the sound
  35730. */
  35731. getVolume(): number;
  35732. /**
  35733. * Attach the sound to a dedicated mesh
  35734. * @param transformNode The transform node to connect the sound with
  35735. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35736. */
  35737. attachToMesh(transformNode: TransformNode): void;
  35738. /**
  35739. * Detach the sound from the previously attached mesh
  35740. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35741. */
  35742. detachFromMesh(): void;
  35743. private _onRegisterAfterWorldMatrixUpdate;
  35744. /**
  35745. * Clone the current sound in the scene.
  35746. * @returns the new sound clone
  35747. */
  35748. clone(): Nullable<Sound>;
  35749. /**
  35750. * Gets the current underlying audio buffer containing the data
  35751. * @returns the audio buffer
  35752. */
  35753. getAudioBuffer(): Nullable<AudioBuffer>;
  35754. /**
  35755. * Serializes the Sound in a JSON representation
  35756. * @returns the JSON representation of the sound
  35757. */
  35758. serialize(): any;
  35759. /**
  35760. * Parse a JSON representation of a sound to innstantiate in a given scene
  35761. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35762. * @param scene Define the scene the new parsed sound should be created in
  35763. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35764. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35765. * @returns the newly parsed sound
  35766. */
  35767. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35768. }
  35769. }
  35770. declare module "babylonjs/Actions/directAudioActions" {
  35771. import { Action } from "babylonjs/Actions/action";
  35772. import { Condition } from "babylonjs/Actions/condition";
  35773. import { Sound } from "babylonjs/Audio/sound";
  35774. /**
  35775. * This defines an action helpful to play a defined sound on a triggered action.
  35776. */
  35777. export class PlaySoundAction extends Action {
  35778. private _sound;
  35779. /**
  35780. * Instantiate the action
  35781. * @param triggerOptions defines the trigger options
  35782. * @param sound defines the sound to play
  35783. * @param condition defines the trigger related conditions
  35784. */
  35785. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35786. /** @hidden */
  35787. _prepare(): void;
  35788. /**
  35789. * Execute the action and play the sound.
  35790. */
  35791. execute(): void;
  35792. /**
  35793. * Serializes the actions and its related information.
  35794. * @param parent defines the object to serialize in
  35795. * @returns the serialized object
  35796. */
  35797. serialize(parent: any): any;
  35798. }
  35799. /**
  35800. * This defines an action helpful to stop a defined sound on a triggered action.
  35801. */
  35802. export class StopSoundAction extends Action {
  35803. private _sound;
  35804. /**
  35805. * Instantiate the action
  35806. * @param triggerOptions defines the trigger options
  35807. * @param sound defines the sound to stop
  35808. * @param condition defines the trigger related conditions
  35809. */
  35810. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35811. /** @hidden */
  35812. _prepare(): void;
  35813. /**
  35814. * Execute the action and stop the sound.
  35815. */
  35816. execute(): void;
  35817. /**
  35818. * Serializes the actions and its related information.
  35819. * @param parent defines the object to serialize in
  35820. * @returns the serialized object
  35821. */
  35822. serialize(parent: any): any;
  35823. }
  35824. }
  35825. declare module "babylonjs/Actions/interpolateValueAction" {
  35826. import { Action } from "babylonjs/Actions/action";
  35827. import { Condition } from "babylonjs/Actions/condition";
  35828. import { Observable } from "babylonjs/Misc/observable";
  35829. /**
  35830. * This defines an action responsible to change the value of a property
  35831. * by interpolating between its current value and the newly set one once triggered.
  35832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35833. */
  35834. export class InterpolateValueAction extends Action {
  35835. /**
  35836. * Defines the path of the property where the value should be interpolated
  35837. */
  35838. propertyPath: string;
  35839. /**
  35840. * Defines the target value at the end of the interpolation.
  35841. */
  35842. value: any;
  35843. /**
  35844. * Defines the time it will take for the property to interpolate to the value.
  35845. */
  35846. duration: number;
  35847. /**
  35848. * Defines if the other scene animations should be stopped when the action has been triggered
  35849. */
  35850. stopOtherAnimations?: boolean;
  35851. /**
  35852. * Defines a callback raised once the interpolation animation has been done.
  35853. */
  35854. onInterpolationDone?: () => void;
  35855. /**
  35856. * Observable triggered once the interpolation animation has been done.
  35857. */
  35858. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35859. private _target;
  35860. private _effectiveTarget;
  35861. private _property;
  35862. /**
  35863. * Instantiate the action
  35864. * @param triggerOptions defines the trigger options
  35865. * @param target defines the object containing the value to interpolate
  35866. * @param propertyPath defines the path to the property in the target object
  35867. * @param value defines the target value at the end of the interpolation
  35868. * @param duration deines the time it will take for the property to interpolate to the value.
  35869. * @param condition defines the trigger related conditions
  35870. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35871. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35872. */
  35873. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35874. /** @hidden */
  35875. _prepare(): void;
  35876. /**
  35877. * Execute the action starts the value interpolation.
  35878. */
  35879. execute(): void;
  35880. /**
  35881. * Serializes the actions and its related information.
  35882. * @param parent defines the object to serialize in
  35883. * @returns the serialized object
  35884. */
  35885. serialize(parent: any): any;
  35886. }
  35887. }
  35888. declare module "babylonjs/Actions/index" {
  35889. export * from "babylonjs/Actions/action";
  35890. export * from "babylonjs/Actions/actionEvent";
  35891. export * from "babylonjs/Actions/actionManager";
  35892. export * from "babylonjs/Actions/condition";
  35893. export * from "babylonjs/Actions/directActions";
  35894. export * from "babylonjs/Actions/directAudioActions";
  35895. export * from "babylonjs/Actions/interpolateValueAction";
  35896. }
  35897. declare module "babylonjs/Animations/index" {
  35898. export * from "babylonjs/Animations/animatable";
  35899. export * from "babylonjs/Animations/animation";
  35900. export * from "babylonjs/Animations/animationGroup";
  35901. export * from "babylonjs/Animations/animationPropertiesOverride";
  35902. export * from "babylonjs/Animations/easing";
  35903. export * from "babylonjs/Animations/runtimeAnimation";
  35904. export * from "babylonjs/Animations/animationEvent";
  35905. export * from "babylonjs/Animations/animationGroup";
  35906. export * from "babylonjs/Animations/animationKey";
  35907. export * from "babylonjs/Animations/animationRange";
  35908. export * from "babylonjs/Animations/animatable.interface";
  35909. }
  35910. declare module "babylonjs/Audio/soundTrack" {
  35911. import { Sound } from "babylonjs/Audio/sound";
  35912. import { Analyser } from "babylonjs/Audio/analyser";
  35913. import { Scene } from "babylonjs/scene";
  35914. /**
  35915. * Options allowed during the creation of a sound track.
  35916. */
  35917. export interface ISoundTrackOptions {
  35918. /**
  35919. * The volume the sound track should take during creation
  35920. */
  35921. volume?: number;
  35922. /**
  35923. * Define if the sound track is the main sound track of the scene
  35924. */
  35925. mainTrack?: boolean;
  35926. }
  35927. /**
  35928. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  35929. * It will be also used in a future release to apply effects on a specific track.
  35930. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35931. */
  35932. export class SoundTrack {
  35933. /**
  35934. * The unique identifier of the sound track in the scene.
  35935. */
  35936. id: number;
  35937. /**
  35938. * The list of sounds included in the sound track.
  35939. */
  35940. soundCollection: Array<Sound>;
  35941. private _outputAudioNode;
  35942. private _scene;
  35943. private _isMainTrack;
  35944. private _connectedAnalyser;
  35945. private _options;
  35946. private _isInitialized;
  35947. /**
  35948. * Creates a new sound track.
  35949. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35950. * @param scene Define the scene the sound track belongs to
  35951. * @param options
  35952. */
  35953. constructor(scene: Scene, options?: ISoundTrackOptions);
  35954. private _initializeSoundTrackAudioGraph;
  35955. /**
  35956. * Release the sound track and its associated resources
  35957. */
  35958. dispose(): void;
  35959. /**
  35960. * Adds a sound to this sound track
  35961. * @param sound define the cound to add
  35962. * @ignoreNaming
  35963. */
  35964. AddSound(sound: Sound): void;
  35965. /**
  35966. * Removes a sound to this sound track
  35967. * @param sound define the cound to remove
  35968. * @ignoreNaming
  35969. */
  35970. RemoveSound(sound: Sound): void;
  35971. /**
  35972. * Set a global volume for the full sound track.
  35973. * @param newVolume Define the new volume of the sound track
  35974. */
  35975. setVolume(newVolume: number): void;
  35976. /**
  35977. * Switch the panning model to HRTF:
  35978. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35979. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35980. */
  35981. switchPanningModelToHRTF(): void;
  35982. /**
  35983. * Switch the panning model to Equal Power:
  35984. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35985. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35986. */
  35987. switchPanningModelToEqualPower(): void;
  35988. /**
  35989. * Connect the sound track to an audio analyser allowing some amazing
  35990. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  35991. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  35992. * @param analyser The analyser to connect to the engine
  35993. */
  35994. connectToAnalyser(analyser: Analyser): void;
  35995. }
  35996. }
  35997. declare module "babylonjs/Audio/audioSceneComponent" {
  35998. import { Sound } from "babylonjs/Audio/sound";
  35999. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36000. import { Nullable } from "babylonjs/types";
  36001. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36002. import { Scene } from "babylonjs/scene";
  36003. import { AbstractScene } from "babylonjs/abstractScene";
  36004. module "babylonjs/abstractScene" {
  36005. interface AbstractScene {
  36006. /**
  36007. * The list of sounds used in the scene.
  36008. */
  36009. sounds: Nullable<Array<Sound>>;
  36010. }
  36011. }
  36012. module "babylonjs/scene" {
  36013. interface Scene {
  36014. /**
  36015. * @hidden
  36016. * Backing field
  36017. */
  36018. _mainSoundTrack: SoundTrack;
  36019. /**
  36020. * The main sound track played by the scene.
  36021. * It cotains your primary collection of sounds.
  36022. */
  36023. mainSoundTrack: SoundTrack;
  36024. /**
  36025. * The list of sound tracks added to the scene
  36026. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36027. */
  36028. soundTracks: Nullable<Array<SoundTrack>>;
  36029. /**
  36030. * Gets a sound using a given name
  36031. * @param name defines the name to search for
  36032. * @return the found sound or null if not found at all.
  36033. */
  36034. getSoundByName(name: string): Nullable<Sound>;
  36035. /**
  36036. * Gets or sets if audio support is enabled
  36037. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36038. */
  36039. audioEnabled: boolean;
  36040. /**
  36041. * Gets or sets if audio will be output to headphones
  36042. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36043. */
  36044. headphone: boolean;
  36045. }
  36046. }
  36047. /**
  36048. * Defines the sound scene component responsible to manage any sounds
  36049. * in a given scene.
  36050. */
  36051. export class AudioSceneComponent implements ISceneSerializableComponent {
  36052. /**
  36053. * The component name helpfull to identify the component in the list of scene components.
  36054. */
  36055. readonly name: string;
  36056. /**
  36057. * The scene the component belongs to.
  36058. */
  36059. scene: Scene;
  36060. private _audioEnabled;
  36061. /**
  36062. * Gets whether audio is enabled or not.
  36063. * Please use related enable/disable method to switch state.
  36064. */
  36065. readonly audioEnabled: boolean;
  36066. private _headphone;
  36067. /**
  36068. * Gets whether audio is outputing to headphone or not.
  36069. * Please use the according Switch methods to change output.
  36070. */
  36071. readonly headphone: boolean;
  36072. /**
  36073. * Creates a new instance of the component for the given scene
  36074. * @param scene Defines the scene to register the component in
  36075. */
  36076. constructor(scene: Scene);
  36077. /**
  36078. * Registers the component in a given scene
  36079. */
  36080. register(): void;
  36081. /**
  36082. * Rebuilds the elements related to this component in case of
  36083. * context lost for instance.
  36084. */
  36085. rebuild(): void;
  36086. /**
  36087. * Serializes the component data to the specified json object
  36088. * @param serializationObject The object to serialize to
  36089. */
  36090. serialize(serializationObject: any): void;
  36091. /**
  36092. * Adds all the elements from the container to the scene
  36093. * @param container the container holding the elements
  36094. */
  36095. addFromContainer(container: AbstractScene): void;
  36096. /**
  36097. * Removes all the elements in the container from the scene
  36098. * @param container contains the elements to remove
  36099. * @param dispose if the removed element should be disposed (default: false)
  36100. */
  36101. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36102. /**
  36103. * Disposes the component and the associated ressources.
  36104. */
  36105. dispose(): void;
  36106. /**
  36107. * Disables audio in the associated scene.
  36108. */
  36109. disableAudio(): void;
  36110. /**
  36111. * Enables audio in the associated scene.
  36112. */
  36113. enableAudio(): void;
  36114. /**
  36115. * Switch audio to headphone output.
  36116. */
  36117. switchAudioModeForHeadphones(): void;
  36118. /**
  36119. * Switch audio to normal speakers.
  36120. */
  36121. switchAudioModeForNormalSpeakers(): void;
  36122. private _afterRender;
  36123. }
  36124. }
  36125. declare module "babylonjs/Audio/weightedsound" {
  36126. import { Sound } from "babylonjs/Audio/sound";
  36127. /**
  36128. * Wraps one or more Sound objects and selects one with random weight for playback.
  36129. */
  36130. export class WeightedSound {
  36131. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36132. loop: boolean;
  36133. private _coneInnerAngle;
  36134. private _coneOuterAngle;
  36135. private _volume;
  36136. /** A Sound is currently playing. */
  36137. isPlaying: boolean;
  36138. /** A Sound is currently paused. */
  36139. isPaused: boolean;
  36140. private _sounds;
  36141. private _weights;
  36142. private _currentIndex?;
  36143. /**
  36144. * Creates a new WeightedSound from the list of sounds given.
  36145. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36146. * @param sounds Array of Sounds that will be selected from.
  36147. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36148. */
  36149. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36150. /**
  36151. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36152. */
  36153. /**
  36154. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36155. */
  36156. directionalConeInnerAngle: number;
  36157. /**
  36158. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36159. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36160. */
  36161. /**
  36162. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36163. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36164. */
  36165. directionalConeOuterAngle: number;
  36166. /**
  36167. * Playback volume.
  36168. */
  36169. /**
  36170. * Playback volume.
  36171. */
  36172. volume: number;
  36173. private _onended;
  36174. /**
  36175. * Suspend playback
  36176. */
  36177. pause(): void;
  36178. /**
  36179. * Stop playback
  36180. */
  36181. stop(): void;
  36182. /**
  36183. * Start playback.
  36184. * @param startOffset Position the clip head at a specific time in seconds.
  36185. */
  36186. play(startOffset?: number): void;
  36187. }
  36188. }
  36189. declare module "babylonjs/Audio/index" {
  36190. export * from "babylonjs/Audio/analyser";
  36191. export * from "babylonjs/Audio/audioEngine";
  36192. export * from "babylonjs/Audio/audioSceneComponent";
  36193. export * from "babylonjs/Audio/sound";
  36194. export * from "babylonjs/Audio/soundTrack";
  36195. export * from "babylonjs/Audio/weightedsound";
  36196. }
  36197. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36198. import { Behavior } from "babylonjs/Behaviors/behavior";
  36199. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36200. import { BackEase } from "babylonjs/Animations/easing";
  36201. /**
  36202. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36203. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36204. */
  36205. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36206. /**
  36207. * Gets the name of the behavior.
  36208. */
  36209. readonly name: string;
  36210. /**
  36211. * The easing function used by animations
  36212. */
  36213. static EasingFunction: BackEase;
  36214. /**
  36215. * The easing mode used by animations
  36216. */
  36217. static EasingMode: number;
  36218. /**
  36219. * The duration of the animation, in milliseconds
  36220. */
  36221. transitionDuration: number;
  36222. /**
  36223. * Length of the distance animated by the transition when lower radius is reached
  36224. */
  36225. lowerRadiusTransitionRange: number;
  36226. /**
  36227. * Length of the distance animated by the transition when upper radius is reached
  36228. */
  36229. upperRadiusTransitionRange: number;
  36230. private _autoTransitionRange;
  36231. /**
  36232. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36233. */
  36234. /**
  36235. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36236. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36237. */
  36238. autoTransitionRange: boolean;
  36239. private _attachedCamera;
  36240. private _onAfterCheckInputsObserver;
  36241. private _onMeshTargetChangedObserver;
  36242. /**
  36243. * Initializes the behavior.
  36244. */
  36245. init(): void;
  36246. /**
  36247. * Attaches the behavior to its arc rotate camera.
  36248. * @param camera Defines the camera to attach the behavior to
  36249. */
  36250. attach(camera: ArcRotateCamera): void;
  36251. /**
  36252. * Detaches the behavior from its current arc rotate camera.
  36253. */
  36254. detach(): void;
  36255. private _radiusIsAnimating;
  36256. private _radiusBounceTransition;
  36257. private _animatables;
  36258. private _cachedWheelPrecision;
  36259. /**
  36260. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36261. * @param radiusLimit The limit to check against.
  36262. * @return Bool to indicate if at limit.
  36263. */
  36264. private _isRadiusAtLimit;
  36265. /**
  36266. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36267. * @param radiusDelta The delta by which to animate to. Can be negative.
  36268. */
  36269. private _applyBoundRadiusAnimation;
  36270. /**
  36271. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36272. */
  36273. protected _clearAnimationLocks(): void;
  36274. /**
  36275. * Stops and removes all animations that have been applied to the camera
  36276. */
  36277. stopAllAnimations(): void;
  36278. }
  36279. }
  36280. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36281. import { Behavior } from "babylonjs/Behaviors/behavior";
  36282. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36283. import { ExponentialEase } from "babylonjs/Animations/easing";
  36284. import { Nullable } from "babylonjs/types";
  36285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36286. import { Vector3 } from "babylonjs/Maths/math.vector";
  36287. /**
  36288. * 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.
  36289. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36290. */
  36291. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36292. /**
  36293. * Gets the name of the behavior.
  36294. */
  36295. readonly name: string;
  36296. private _mode;
  36297. private _radiusScale;
  36298. private _positionScale;
  36299. private _defaultElevation;
  36300. private _elevationReturnTime;
  36301. private _elevationReturnWaitTime;
  36302. private _zoomStopsAnimation;
  36303. private _framingTime;
  36304. /**
  36305. * The easing function used by animations
  36306. */
  36307. static EasingFunction: ExponentialEase;
  36308. /**
  36309. * The easing mode used by animations
  36310. */
  36311. static EasingMode: number;
  36312. /**
  36313. * Sets the current mode used by the behavior
  36314. */
  36315. /**
  36316. * Gets current mode used by the behavior.
  36317. */
  36318. mode: number;
  36319. /**
  36320. * Sets the scale applied to the radius (1 by default)
  36321. */
  36322. /**
  36323. * Gets the scale applied to the radius
  36324. */
  36325. radiusScale: number;
  36326. /**
  36327. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36328. */
  36329. /**
  36330. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36331. */
  36332. positionScale: number;
  36333. /**
  36334. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36335. * behaviour is triggered, in radians.
  36336. */
  36337. /**
  36338. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36339. * behaviour is triggered, in radians.
  36340. */
  36341. defaultElevation: number;
  36342. /**
  36343. * Sets the time (in milliseconds) taken to return to the default beta position.
  36344. * Negative value indicates camera should not return to default.
  36345. */
  36346. /**
  36347. * Gets the time (in milliseconds) taken to return to the default beta position.
  36348. * Negative value indicates camera should not return to default.
  36349. */
  36350. elevationReturnTime: number;
  36351. /**
  36352. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36353. */
  36354. /**
  36355. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36356. */
  36357. elevationReturnWaitTime: number;
  36358. /**
  36359. * Sets the flag that indicates if user zooming should stop animation.
  36360. */
  36361. /**
  36362. * Gets the flag that indicates if user zooming should stop animation.
  36363. */
  36364. zoomStopsAnimation: boolean;
  36365. /**
  36366. * Sets the transition time when framing the mesh, in milliseconds
  36367. */
  36368. /**
  36369. * Gets the transition time when framing the mesh, in milliseconds
  36370. */
  36371. framingTime: number;
  36372. /**
  36373. * Define if the behavior should automatically change the configured
  36374. * camera limits and sensibilities.
  36375. */
  36376. autoCorrectCameraLimitsAndSensibility: boolean;
  36377. private _onPrePointerObservableObserver;
  36378. private _onAfterCheckInputsObserver;
  36379. private _onMeshTargetChangedObserver;
  36380. private _attachedCamera;
  36381. private _isPointerDown;
  36382. private _lastInteractionTime;
  36383. /**
  36384. * Initializes the behavior.
  36385. */
  36386. init(): void;
  36387. /**
  36388. * Attaches the behavior to its arc rotate camera.
  36389. * @param camera Defines the camera to attach the behavior to
  36390. */
  36391. attach(camera: ArcRotateCamera): void;
  36392. /**
  36393. * Detaches the behavior from its current arc rotate camera.
  36394. */
  36395. detach(): void;
  36396. private _animatables;
  36397. private _betaIsAnimating;
  36398. private _betaTransition;
  36399. private _radiusTransition;
  36400. private _vectorTransition;
  36401. /**
  36402. * Targets the given mesh and updates zoom level accordingly.
  36403. * @param mesh The mesh to target.
  36404. * @param radius Optional. If a cached radius position already exists, overrides default.
  36405. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36406. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36407. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36408. */
  36409. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36410. /**
  36411. * Targets the given mesh with its children and updates zoom level accordingly.
  36412. * @param mesh The mesh to target.
  36413. * @param radius Optional. If a cached radius position already exists, overrides default.
  36414. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36415. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36416. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36417. */
  36418. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36419. /**
  36420. * Targets the given meshes with their children and updates zoom level accordingly.
  36421. * @param meshes The mesh to target.
  36422. * @param radius Optional. If a cached radius position already exists, overrides default.
  36423. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36424. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36425. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36426. */
  36427. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36428. /**
  36429. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36430. * @param minimumWorld Determines the smaller position of the bounding box extend
  36431. * @param maximumWorld Determines the bigger position of the bounding box extend
  36432. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36433. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36434. */
  36435. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36436. /**
  36437. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36438. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36439. * frustum width.
  36440. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36441. * to fully enclose the mesh in the viewing frustum.
  36442. */
  36443. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36444. /**
  36445. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36446. * is automatically returned to its default position (expected to be above ground plane).
  36447. */
  36448. private _maintainCameraAboveGround;
  36449. /**
  36450. * Returns the frustum slope based on the canvas ratio and camera FOV
  36451. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36452. */
  36453. private _getFrustumSlope;
  36454. /**
  36455. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36456. */
  36457. private _clearAnimationLocks;
  36458. /**
  36459. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36460. */
  36461. private _applyUserInteraction;
  36462. /**
  36463. * Stops and removes all animations that have been applied to the camera
  36464. */
  36465. stopAllAnimations(): void;
  36466. /**
  36467. * Gets a value indicating if the user is moving the camera
  36468. */
  36469. readonly isUserIsMoving: boolean;
  36470. /**
  36471. * The camera can move all the way towards the mesh.
  36472. */
  36473. static IgnoreBoundsSizeMode: number;
  36474. /**
  36475. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36476. */
  36477. static FitFrustumSidesMode: number;
  36478. }
  36479. }
  36480. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36481. import { Nullable } from "babylonjs/types";
  36482. import { Camera } from "babylonjs/Cameras/camera";
  36483. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36484. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36485. /**
  36486. * Base class for Camera Pointer Inputs.
  36487. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36488. * for example usage.
  36489. */
  36490. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36491. /**
  36492. * Defines the camera the input is attached to.
  36493. */
  36494. abstract camera: Camera;
  36495. /**
  36496. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36497. */
  36498. protected _altKey: boolean;
  36499. protected _ctrlKey: boolean;
  36500. protected _metaKey: boolean;
  36501. protected _shiftKey: boolean;
  36502. /**
  36503. * Which mouse buttons were pressed at time of last mouse event.
  36504. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36505. */
  36506. protected _buttonsPressed: number;
  36507. /**
  36508. * Defines the buttons associated with the input to handle camera move.
  36509. */
  36510. buttons: number[];
  36511. /**
  36512. * Attach the input controls to a specific dom element to get the input from.
  36513. * @param element Defines the element the controls should be listened from
  36514. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36515. */
  36516. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36517. /**
  36518. * Detach the current controls from the specified dom element.
  36519. * @param element Defines the element to stop listening the inputs from
  36520. */
  36521. detachControl(element: Nullable<HTMLElement>): void;
  36522. /**
  36523. * Gets the class name of the current input.
  36524. * @returns the class name
  36525. */
  36526. getClassName(): string;
  36527. /**
  36528. * Get the friendly name associated with the input class.
  36529. * @returns the input friendly name
  36530. */
  36531. getSimpleName(): string;
  36532. /**
  36533. * Called on pointer POINTERDOUBLETAP event.
  36534. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36535. */
  36536. protected onDoubleTap(type: string): void;
  36537. /**
  36538. * Called on pointer POINTERMOVE event if only a single touch is active.
  36539. * Override this method to provide functionality.
  36540. */
  36541. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36542. /**
  36543. * Called on pointer POINTERMOVE event if multiple touches are active.
  36544. * Override this method to provide functionality.
  36545. */
  36546. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36547. /**
  36548. * Called on JS contextmenu event.
  36549. * Override this method to provide functionality.
  36550. */
  36551. protected onContextMenu(evt: PointerEvent): void;
  36552. /**
  36553. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36554. * press.
  36555. * Override this method to provide functionality.
  36556. */
  36557. protected onButtonDown(evt: PointerEvent): void;
  36558. /**
  36559. * Called each time a new POINTERUP event occurs. Ie, for each button
  36560. * release.
  36561. * Override this method to provide functionality.
  36562. */
  36563. protected onButtonUp(evt: PointerEvent): void;
  36564. /**
  36565. * Called when window becomes inactive.
  36566. * Override this method to provide functionality.
  36567. */
  36568. protected onLostFocus(): void;
  36569. private _pointerInput;
  36570. private _observer;
  36571. private _onLostFocus;
  36572. private pointA;
  36573. private pointB;
  36574. }
  36575. }
  36576. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36577. import { Nullable } from "babylonjs/types";
  36578. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36579. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36580. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36581. /**
  36582. * Manage the pointers inputs to control an arc rotate camera.
  36583. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36584. */
  36585. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36586. /**
  36587. * Defines the camera the input is attached to.
  36588. */
  36589. camera: ArcRotateCamera;
  36590. /**
  36591. * Gets the class name of the current input.
  36592. * @returns the class name
  36593. */
  36594. getClassName(): string;
  36595. /**
  36596. * Defines the buttons associated with the input to handle camera move.
  36597. */
  36598. buttons: number[];
  36599. /**
  36600. * Defines the pointer angular sensibility along the X axis or how fast is
  36601. * the camera rotating.
  36602. */
  36603. angularSensibilityX: number;
  36604. /**
  36605. * Defines the pointer angular sensibility along the Y axis or how fast is
  36606. * the camera rotating.
  36607. */
  36608. angularSensibilityY: number;
  36609. /**
  36610. * Defines the pointer pinch precision or how fast is the camera zooming.
  36611. */
  36612. pinchPrecision: number;
  36613. /**
  36614. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36615. * from 0.
  36616. * It defines the percentage of current camera.radius to use as delta when
  36617. * pinch zoom is used.
  36618. */
  36619. pinchDeltaPercentage: number;
  36620. /**
  36621. * Defines the pointer panning sensibility or how fast is the camera moving.
  36622. */
  36623. panningSensibility: number;
  36624. /**
  36625. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36626. */
  36627. multiTouchPanning: boolean;
  36628. /**
  36629. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36630. * zoom (pinch) through multitouch.
  36631. */
  36632. multiTouchPanAndZoom: boolean;
  36633. /**
  36634. * Revers pinch action direction.
  36635. */
  36636. pinchInwards: boolean;
  36637. private _isPanClick;
  36638. private _twoFingerActivityCount;
  36639. private _isPinching;
  36640. /**
  36641. * Called on pointer POINTERMOVE event if only a single touch is active.
  36642. */
  36643. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36644. /**
  36645. * Called on pointer POINTERDOUBLETAP event.
  36646. */
  36647. protected onDoubleTap(type: string): void;
  36648. /**
  36649. * Called on pointer POINTERMOVE event if multiple touches are active.
  36650. */
  36651. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36652. /**
  36653. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36654. * press.
  36655. */
  36656. protected onButtonDown(evt: PointerEvent): void;
  36657. /**
  36658. * Called each time a new POINTERUP event occurs. Ie, for each button
  36659. * release.
  36660. */
  36661. protected onButtonUp(evt: PointerEvent): void;
  36662. /**
  36663. * Called when window becomes inactive.
  36664. */
  36665. protected onLostFocus(): void;
  36666. }
  36667. }
  36668. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36669. import { Nullable } from "babylonjs/types";
  36670. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36671. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36672. /**
  36673. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36674. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36675. */
  36676. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36677. /**
  36678. * Defines the camera the input is attached to.
  36679. */
  36680. camera: ArcRotateCamera;
  36681. /**
  36682. * Defines the list of key codes associated with the up action (increase alpha)
  36683. */
  36684. keysUp: number[];
  36685. /**
  36686. * Defines the list of key codes associated with the down action (decrease alpha)
  36687. */
  36688. keysDown: number[];
  36689. /**
  36690. * Defines the list of key codes associated with the left action (increase beta)
  36691. */
  36692. keysLeft: number[];
  36693. /**
  36694. * Defines the list of key codes associated with the right action (decrease beta)
  36695. */
  36696. keysRight: number[];
  36697. /**
  36698. * Defines the list of key codes associated with the reset action.
  36699. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36700. */
  36701. keysReset: number[];
  36702. /**
  36703. * Defines the panning sensibility of the inputs.
  36704. * (How fast is the camera paning)
  36705. */
  36706. panningSensibility: number;
  36707. /**
  36708. * Defines the zooming sensibility of the inputs.
  36709. * (How fast is the camera zooming)
  36710. */
  36711. zoomingSensibility: number;
  36712. /**
  36713. * Defines wether maintaining the alt key down switch the movement mode from
  36714. * orientation to zoom.
  36715. */
  36716. useAltToZoom: boolean;
  36717. /**
  36718. * Rotation speed of the camera
  36719. */
  36720. angularSpeed: number;
  36721. private _keys;
  36722. private _ctrlPressed;
  36723. private _altPressed;
  36724. private _onCanvasBlurObserver;
  36725. private _onKeyboardObserver;
  36726. private _engine;
  36727. private _scene;
  36728. /**
  36729. * Attach the input controls to a specific dom element to get the input from.
  36730. * @param element Defines the element the controls should be listened from
  36731. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36732. */
  36733. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36734. /**
  36735. * Detach the current controls from the specified dom element.
  36736. * @param element Defines the element to stop listening the inputs from
  36737. */
  36738. detachControl(element: Nullable<HTMLElement>): void;
  36739. /**
  36740. * Update the current camera state depending on the inputs that have been used this frame.
  36741. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36742. */
  36743. checkInputs(): void;
  36744. /**
  36745. * Gets the class name of the current intput.
  36746. * @returns the class name
  36747. */
  36748. getClassName(): string;
  36749. /**
  36750. * Get the friendly name associated with the input class.
  36751. * @returns the input friendly name
  36752. */
  36753. getSimpleName(): string;
  36754. }
  36755. }
  36756. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36757. import { Nullable } from "babylonjs/types";
  36758. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36759. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36760. /**
  36761. * Manage the mouse wheel inputs to control an arc rotate camera.
  36762. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36763. */
  36764. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36765. /**
  36766. * Defines the camera the input is attached to.
  36767. */
  36768. camera: ArcRotateCamera;
  36769. /**
  36770. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36771. */
  36772. wheelPrecision: number;
  36773. /**
  36774. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36775. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36776. */
  36777. wheelDeltaPercentage: number;
  36778. private _wheel;
  36779. private _observer;
  36780. private computeDeltaFromMouseWheelLegacyEvent;
  36781. /**
  36782. * Attach the input controls to a specific dom element to get the input from.
  36783. * @param element Defines the element the controls should be listened from
  36784. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36785. */
  36786. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36787. /**
  36788. * Detach the current controls from the specified dom element.
  36789. * @param element Defines the element to stop listening the inputs from
  36790. */
  36791. detachControl(element: Nullable<HTMLElement>): void;
  36792. /**
  36793. * Gets the class name of the current intput.
  36794. * @returns the class name
  36795. */
  36796. getClassName(): string;
  36797. /**
  36798. * Get the friendly name associated with the input class.
  36799. * @returns the input friendly name
  36800. */
  36801. getSimpleName(): string;
  36802. }
  36803. }
  36804. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36805. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36806. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36807. /**
  36808. * Default Inputs manager for the ArcRotateCamera.
  36809. * It groups all the default supported inputs for ease of use.
  36810. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36811. */
  36812. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36813. /**
  36814. * Instantiates a new ArcRotateCameraInputsManager.
  36815. * @param camera Defines the camera the inputs belong to
  36816. */
  36817. constructor(camera: ArcRotateCamera);
  36818. /**
  36819. * Add mouse wheel input support to the input manager.
  36820. * @returns the current input manager
  36821. */
  36822. addMouseWheel(): ArcRotateCameraInputsManager;
  36823. /**
  36824. * Add pointers input support to the input manager.
  36825. * @returns the current input manager
  36826. */
  36827. addPointers(): ArcRotateCameraInputsManager;
  36828. /**
  36829. * Add keyboard input support to the input manager.
  36830. * @returns the current input manager
  36831. */
  36832. addKeyboard(): ArcRotateCameraInputsManager;
  36833. }
  36834. }
  36835. declare module "babylonjs/Cameras/arcRotateCamera" {
  36836. import { Observable } from "babylonjs/Misc/observable";
  36837. import { Nullable } from "babylonjs/types";
  36838. import { Scene } from "babylonjs/scene";
  36839. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36840. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36841. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36842. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36843. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36844. import { Camera } from "babylonjs/Cameras/camera";
  36845. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36846. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36847. import { Collider } from "babylonjs/Collisions/collider";
  36848. /**
  36849. * This represents an orbital type of camera.
  36850. *
  36851. * 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.
  36852. * 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.
  36853. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36854. */
  36855. export class ArcRotateCamera extends TargetCamera {
  36856. /**
  36857. * Defines the rotation angle of the camera along the longitudinal axis.
  36858. */
  36859. alpha: number;
  36860. /**
  36861. * Defines the rotation angle of the camera along the latitudinal axis.
  36862. */
  36863. beta: number;
  36864. /**
  36865. * Defines the radius of the camera from it s target point.
  36866. */
  36867. radius: number;
  36868. protected _target: Vector3;
  36869. protected _targetHost: Nullable<AbstractMesh>;
  36870. /**
  36871. * Defines the target point of the camera.
  36872. * The camera looks towards it form the radius distance.
  36873. */
  36874. target: Vector3;
  36875. /**
  36876. * Define the current local position of the camera in the scene
  36877. */
  36878. position: Vector3;
  36879. protected _upVector: Vector3;
  36880. protected _upToYMatrix: Matrix;
  36881. protected _YToUpMatrix: Matrix;
  36882. /**
  36883. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36884. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36885. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36886. */
  36887. upVector: Vector3;
  36888. /**
  36889. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36890. */
  36891. setMatUp(): void;
  36892. /**
  36893. * Current inertia value on the longitudinal axis.
  36894. * The bigger this number the longer it will take for the camera to stop.
  36895. */
  36896. inertialAlphaOffset: number;
  36897. /**
  36898. * Current inertia value on the latitudinal axis.
  36899. * The bigger this number the longer it will take for the camera to stop.
  36900. */
  36901. inertialBetaOffset: number;
  36902. /**
  36903. * Current inertia value on the radius axis.
  36904. * The bigger this number the longer it will take for the camera to stop.
  36905. */
  36906. inertialRadiusOffset: number;
  36907. /**
  36908. * Minimum allowed angle on the longitudinal axis.
  36909. * This can help limiting how the Camera is able to move in the scene.
  36910. */
  36911. lowerAlphaLimit: Nullable<number>;
  36912. /**
  36913. * Maximum allowed angle on the longitudinal axis.
  36914. * This can help limiting how the Camera is able to move in the scene.
  36915. */
  36916. upperAlphaLimit: Nullable<number>;
  36917. /**
  36918. * Minimum allowed angle on the latitudinal axis.
  36919. * This can help limiting how the Camera is able to move in the scene.
  36920. */
  36921. lowerBetaLimit: number;
  36922. /**
  36923. * Maximum allowed angle on the latitudinal axis.
  36924. * This can help limiting how the Camera is able to move in the scene.
  36925. */
  36926. upperBetaLimit: number;
  36927. /**
  36928. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  36929. * This can help limiting how the Camera is able to move in the scene.
  36930. */
  36931. lowerRadiusLimit: Nullable<number>;
  36932. /**
  36933. * Maximum allowed distance of the camera to the target (The camera can not get further).
  36934. * This can help limiting how the Camera is able to move in the scene.
  36935. */
  36936. upperRadiusLimit: Nullable<number>;
  36937. /**
  36938. * Defines the current inertia value used during panning of the camera along the X axis.
  36939. */
  36940. inertialPanningX: number;
  36941. /**
  36942. * Defines the current inertia value used during panning of the camera along the Y axis.
  36943. */
  36944. inertialPanningY: number;
  36945. /**
  36946. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  36947. * Basically if your fingers moves away from more than this distance you will be considered
  36948. * in pinch mode.
  36949. */
  36950. pinchToPanMaxDistance: number;
  36951. /**
  36952. * Defines the maximum distance the camera can pan.
  36953. * This could help keeping the cammera always in your scene.
  36954. */
  36955. panningDistanceLimit: Nullable<number>;
  36956. /**
  36957. * Defines the target of the camera before paning.
  36958. */
  36959. panningOriginTarget: Vector3;
  36960. /**
  36961. * Defines the value of the inertia used during panning.
  36962. * 0 would mean stop inertia and one would mean no decelleration at all.
  36963. */
  36964. panningInertia: number;
  36965. /**
  36966. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  36967. */
  36968. angularSensibilityX: number;
  36969. /**
  36970. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  36971. */
  36972. angularSensibilityY: number;
  36973. /**
  36974. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  36975. */
  36976. pinchPrecision: number;
  36977. /**
  36978. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  36979. * It will be used instead of pinchDeltaPrecision if different from 0.
  36980. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  36981. */
  36982. pinchDeltaPercentage: number;
  36983. /**
  36984. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  36985. */
  36986. panningSensibility: number;
  36987. /**
  36988. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  36989. */
  36990. keysUp: number[];
  36991. /**
  36992. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  36993. */
  36994. keysDown: number[];
  36995. /**
  36996. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  36997. */
  36998. keysLeft: number[];
  36999. /**
  37000. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37001. */
  37002. keysRight: number[];
  37003. /**
  37004. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37005. */
  37006. wheelPrecision: number;
  37007. /**
  37008. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37009. * It will be used instead of pinchDeltaPrecision if different from 0.
  37010. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37011. */
  37012. wheelDeltaPercentage: number;
  37013. /**
  37014. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37015. */
  37016. zoomOnFactor: number;
  37017. /**
  37018. * Defines a screen offset for the camera position.
  37019. */
  37020. targetScreenOffset: Vector2;
  37021. /**
  37022. * Allows the camera to be completely reversed.
  37023. * If false the camera can not arrive upside down.
  37024. */
  37025. allowUpsideDown: boolean;
  37026. /**
  37027. * Define if double tap/click is used to restore the previously saved state of the camera.
  37028. */
  37029. useInputToRestoreState: boolean;
  37030. /** @hidden */
  37031. _viewMatrix: Matrix;
  37032. /** @hidden */
  37033. _useCtrlForPanning: boolean;
  37034. /** @hidden */
  37035. _panningMouseButton: number;
  37036. /**
  37037. * Defines the input associated to the camera.
  37038. */
  37039. inputs: ArcRotateCameraInputsManager;
  37040. /** @hidden */
  37041. _reset: () => void;
  37042. /**
  37043. * Defines the allowed panning axis.
  37044. */
  37045. panningAxis: Vector3;
  37046. protected _localDirection: Vector3;
  37047. protected _transformedDirection: Vector3;
  37048. private _bouncingBehavior;
  37049. /**
  37050. * Gets the bouncing behavior of the camera if it has been enabled.
  37051. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37052. */
  37053. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37054. /**
  37055. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37056. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37057. */
  37058. useBouncingBehavior: boolean;
  37059. private _framingBehavior;
  37060. /**
  37061. * Gets the framing behavior of the camera if it has been enabled.
  37062. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37063. */
  37064. readonly framingBehavior: Nullable<FramingBehavior>;
  37065. /**
  37066. * Defines if the framing behavior of the camera is enabled on the camera.
  37067. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37068. */
  37069. useFramingBehavior: boolean;
  37070. private _autoRotationBehavior;
  37071. /**
  37072. * Gets the auto rotation behavior of the camera if it has been enabled.
  37073. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37074. */
  37075. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37076. /**
  37077. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37078. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37079. */
  37080. useAutoRotationBehavior: boolean;
  37081. /**
  37082. * Observable triggered when the mesh target has been changed on the camera.
  37083. */
  37084. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37085. /**
  37086. * Event raised when the camera is colliding with a mesh.
  37087. */
  37088. onCollide: (collidedMesh: AbstractMesh) => void;
  37089. /**
  37090. * Defines whether the camera should check collision with the objects oh the scene.
  37091. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37092. */
  37093. checkCollisions: boolean;
  37094. /**
  37095. * Defines the collision radius of the camera.
  37096. * This simulates a sphere around the camera.
  37097. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37098. */
  37099. collisionRadius: Vector3;
  37100. protected _collider: Collider;
  37101. protected _previousPosition: Vector3;
  37102. protected _collisionVelocity: Vector3;
  37103. protected _newPosition: Vector3;
  37104. protected _previousAlpha: number;
  37105. protected _previousBeta: number;
  37106. protected _previousRadius: number;
  37107. protected _collisionTriggered: boolean;
  37108. protected _targetBoundingCenter: Nullable<Vector3>;
  37109. private _computationVector;
  37110. /**
  37111. * Instantiates a new ArcRotateCamera in a given scene
  37112. * @param name Defines the name of the camera
  37113. * @param alpha Defines the camera rotation along the logitudinal axis
  37114. * @param beta Defines the camera rotation along the latitudinal axis
  37115. * @param radius Defines the camera distance from its target
  37116. * @param target Defines the camera target
  37117. * @param scene Defines the scene the camera belongs to
  37118. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37119. */
  37120. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37121. /** @hidden */
  37122. _initCache(): void;
  37123. /** @hidden */
  37124. _updateCache(ignoreParentClass?: boolean): void;
  37125. protected _getTargetPosition(): Vector3;
  37126. private _storedAlpha;
  37127. private _storedBeta;
  37128. private _storedRadius;
  37129. private _storedTarget;
  37130. /**
  37131. * Stores the current state of the camera (alpha, beta, radius and target)
  37132. * @returns the camera itself
  37133. */
  37134. storeState(): Camera;
  37135. /**
  37136. * @hidden
  37137. * Restored camera state. You must call storeState() first
  37138. */
  37139. _restoreStateValues(): boolean;
  37140. /** @hidden */
  37141. _isSynchronizedViewMatrix(): boolean;
  37142. /**
  37143. * Attached controls to the current camera.
  37144. * @param element Defines the element the controls should be listened from
  37145. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37146. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37147. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37148. */
  37149. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37150. /**
  37151. * Detach the current controls from the camera.
  37152. * The camera will stop reacting to inputs.
  37153. * @param element Defines the element to stop listening the inputs from
  37154. */
  37155. detachControl(element: HTMLElement): void;
  37156. /** @hidden */
  37157. _checkInputs(): void;
  37158. protected _checkLimits(): void;
  37159. /**
  37160. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37161. */
  37162. rebuildAnglesAndRadius(): void;
  37163. /**
  37164. * Use a position to define the current camera related information like aplha, beta and radius
  37165. * @param position Defines the position to set the camera at
  37166. */
  37167. setPosition(position: Vector3): void;
  37168. /**
  37169. * Defines the target the camera should look at.
  37170. * This will automatically adapt alpha beta and radius to fit within the new target.
  37171. * @param target Defines the new target as a Vector or a mesh
  37172. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37173. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37174. */
  37175. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37176. /** @hidden */
  37177. _getViewMatrix(): Matrix;
  37178. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37179. /**
  37180. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37181. * @param meshes Defines the mesh to zoom on
  37182. * @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)
  37183. */
  37184. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37185. /**
  37186. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37187. * The target will be changed but the radius
  37188. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37189. * @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)
  37190. */
  37191. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37192. min: Vector3;
  37193. max: Vector3;
  37194. distance: number;
  37195. }, doNotUpdateMaxZ?: boolean): void;
  37196. /**
  37197. * @override
  37198. * Override Camera.createRigCamera
  37199. */
  37200. createRigCamera(name: string, cameraIndex: number): Camera;
  37201. /**
  37202. * @hidden
  37203. * @override
  37204. * Override Camera._updateRigCameras
  37205. */
  37206. _updateRigCameras(): void;
  37207. /**
  37208. * Destroy the camera and release the current resources hold by it.
  37209. */
  37210. dispose(): void;
  37211. /**
  37212. * Gets the current object class name.
  37213. * @return the class name
  37214. */
  37215. getClassName(): string;
  37216. }
  37217. }
  37218. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37219. import { Behavior } from "babylonjs/Behaviors/behavior";
  37220. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37221. /**
  37222. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37223. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37224. */
  37225. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37226. /**
  37227. * Gets the name of the behavior.
  37228. */
  37229. readonly name: string;
  37230. private _zoomStopsAnimation;
  37231. private _idleRotationSpeed;
  37232. private _idleRotationWaitTime;
  37233. private _idleRotationSpinupTime;
  37234. /**
  37235. * Sets the flag that indicates if user zooming should stop animation.
  37236. */
  37237. /**
  37238. * Gets the flag that indicates if user zooming should stop animation.
  37239. */
  37240. zoomStopsAnimation: boolean;
  37241. /**
  37242. * Sets the default speed at which the camera rotates around the model.
  37243. */
  37244. /**
  37245. * Gets the default speed at which the camera rotates around the model.
  37246. */
  37247. idleRotationSpeed: number;
  37248. /**
  37249. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37250. */
  37251. /**
  37252. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37253. */
  37254. idleRotationWaitTime: number;
  37255. /**
  37256. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37257. */
  37258. /**
  37259. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37260. */
  37261. idleRotationSpinupTime: number;
  37262. /**
  37263. * Gets a value indicating if the camera is currently rotating because of this behavior
  37264. */
  37265. readonly rotationInProgress: boolean;
  37266. private _onPrePointerObservableObserver;
  37267. private _onAfterCheckInputsObserver;
  37268. private _attachedCamera;
  37269. private _isPointerDown;
  37270. private _lastFrameTime;
  37271. private _lastInteractionTime;
  37272. private _cameraRotationSpeed;
  37273. /**
  37274. * Initializes the behavior.
  37275. */
  37276. init(): void;
  37277. /**
  37278. * Attaches the behavior to its arc rotate camera.
  37279. * @param camera Defines the camera to attach the behavior to
  37280. */
  37281. attach(camera: ArcRotateCamera): void;
  37282. /**
  37283. * Detaches the behavior from its current arc rotate camera.
  37284. */
  37285. detach(): void;
  37286. /**
  37287. * Returns true if user is scrolling.
  37288. * @return true if user is scrolling.
  37289. */
  37290. private _userIsZooming;
  37291. private _lastFrameRadius;
  37292. private _shouldAnimationStopForInteraction;
  37293. /**
  37294. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37295. */
  37296. private _applyUserInteraction;
  37297. private _userIsMoving;
  37298. }
  37299. }
  37300. declare module "babylonjs/Behaviors/Cameras/index" {
  37301. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37302. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37303. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37304. }
  37305. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37306. import { Mesh } from "babylonjs/Meshes/mesh";
  37307. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37308. import { Behavior } from "babylonjs/Behaviors/behavior";
  37309. /**
  37310. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37311. */
  37312. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37313. private ui;
  37314. /**
  37315. * The name of the behavior
  37316. */
  37317. name: string;
  37318. /**
  37319. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37320. */
  37321. distanceAwayFromFace: number;
  37322. /**
  37323. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37324. */
  37325. distanceAwayFromBottomOfFace: number;
  37326. private _faceVectors;
  37327. private _target;
  37328. private _scene;
  37329. private _onRenderObserver;
  37330. private _tmpMatrix;
  37331. private _tmpVector;
  37332. /**
  37333. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37334. * @param ui The transform node that should be attched to the mesh
  37335. */
  37336. constructor(ui: TransformNode);
  37337. /**
  37338. * Initializes the behavior
  37339. */
  37340. init(): void;
  37341. private _closestFace;
  37342. private _zeroVector;
  37343. private _lookAtTmpMatrix;
  37344. private _lookAtToRef;
  37345. /**
  37346. * Attaches the AttachToBoxBehavior to the passed in mesh
  37347. * @param target The mesh that the specified node will be attached to
  37348. */
  37349. attach(target: Mesh): void;
  37350. /**
  37351. * Detaches the behavior from the mesh
  37352. */
  37353. detach(): void;
  37354. }
  37355. }
  37356. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37357. import { Behavior } from "babylonjs/Behaviors/behavior";
  37358. import { Mesh } from "babylonjs/Meshes/mesh";
  37359. /**
  37360. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37361. */
  37362. export class FadeInOutBehavior implements Behavior<Mesh> {
  37363. /**
  37364. * Time in milliseconds to delay before fading in (Default: 0)
  37365. */
  37366. delay: number;
  37367. /**
  37368. * Time in milliseconds for the mesh to fade in (Default: 300)
  37369. */
  37370. fadeInTime: number;
  37371. private _millisecondsPerFrame;
  37372. private _hovered;
  37373. private _hoverValue;
  37374. private _ownerNode;
  37375. /**
  37376. * Instatiates the FadeInOutBehavior
  37377. */
  37378. constructor();
  37379. /**
  37380. * The name of the behavior
  37381. */
  37382. readonly name: string;
  37383. /**
  37384. * Initializes the behavior
  37385. */
  37386. init(): void;
  37387. /**
  37388. * Attaches the fade behavior on the passed in mesh
  37389. * @param ownerNode The mesh that will be faded in/out once attached
  37390. */
  37391. attach(ownerNode: Mesh): void;
  37392. /**
  37393. * Detaches the behavior from the mesh
  37394. */
  37395. detach(): void;
  37396. /**
  37397. * Triggers the mesh to begin fading in or out
  37398. * @param value if the object should fade in or out (true to fade in)
  37399. */
  37400. fadeIn(value: boolean): void;
  37401. private _update;
  37402. private _setAllVisibility;
  37403. }
  37404. }
  37405. declare module "babylonjs/Misc/pivotTools" {
  37406. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37407. /**
  37408. * Class containing a set of static utilities functions for managing Pivots
  37409. * @hidden
  37410. */
  37411. export class PivotTools {
  37412. private static _PivotCached;
  37413. private static _OldPivotPoint;
  37414. private static _PivotTranslation;
  37415. private static _PivotTmpVector;
  37416. /** @hidden */
  37417. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37418. /** @hidden */
  37419. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37420. }
  37421. }
  37422. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37423. import { Scene } from "babylonjs/scene";
  37424. import { Vector4 } from "babylonjs/Maths/math.vector";
  37425. import { Mesh } from "babylonjs/Meshes/mesh";
  37426. import { Nullable } from "babylonjs/types";
  37427. import { Plane } from "babylonjs/Maths/math.plane";
  37428. /**
  37429. * Class containing static functions to help procedurally build meshes
  37430. */
  37431. export class PlaneBuilder {
  37432. /**
  37433. * Creates a plane mesh
  37434. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37435. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37436. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37437. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37438. * * If you create a double-sided mesh, you can choose what parts of 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
  37439. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37440. * @param name defines the name of the mesh
  37441. * @param options defines the options used to create the mesh
  37442. * @param scene defines the hosting scene
  37443. * @returns the plane mesh
  37444. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37445. */
  37446. static CreatePlane(name: string, options: {
  37447. size?: number;
  37448. width?: number;
  37449. height?: number;
  37450. sideOrientation?: number;
  37451. frontUVs?: Vector4;
  37452. backUVs?: Vector4;
  37453. updatable?: boolean;
  37454. sourcePlane?: Plane;
  37455. }, scene?: Nullable<Scene>): Mesh;
  37456. }
  37457. }
  37458. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37459. import { Behavior } from "babylonjs/Behaviors/behavior";
  37460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37461. import { Observable } from "babylonjs/Misc/observable";
  37462. import { Vector3 } from "babylonjs/Maths/math.vector";
  37463. import { Ray } from "babylonjs/Culling/ray";
  37464. import "babylonjs/Meshes/Builders/planeBuilder";
  37465. /**
  37466. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37467. */
  37468. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37469. private static _AnyMouseID;
  37470. /**
  37471. * Abstract mesh the behavior is set on
  37472. */
  37473. attachedNode: AbstractMesh;
  37474. private _dragPlane;
  37475. private _scene;
  37476. private _pointerObserver;
  37477. private _beforeRenderObserver;
  37478. private static _planeScene;
  37479. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37480. /**
  37481. * 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)
  37482. */
  37483. maxDragAngle: number;
  37484. /**
  37485. * @hidden
  37486. */
  37487. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37488. /**
  37489. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37490. */
  37491. currentDraggingPointerID: number;
  37492. /**
  37493. * The last position where the pointer hit the drag plane in world space
  37494. */
  37495. lastDragPosition: Vector3;
  37496. /**
  37497. * If the behavior is currently in a dragging state
  37498. */
  37499. dragging: boolean;
  37500. /**
  37501. * 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)
  37502. */
  37503. dragDeltaRatio: number;
  37504. /**
  37505. * If the drag plane orientation should be updated during the dragging (Default: true)
  37506. */
  37507. updateDragPlane: boolean;
  37508. private _debugMode;
  37509. private _moving;
  37510. /**
  37511. * Fires each time the attached mesh is dragged with the pointer
  37512. * * delta between last drag position and current drag position in world space
  37513. * * dragDistance along the drag axis
  37514. * * dragPlaneNormal normal of the current drag plane used during the drag
  37515. * * dragPlanePoint in world space where the drag intersects the drag plane
  37516. */
  37517. onDragObservable: Observable<{
  37518. delta: Vector3;
  37519. dragPlanePoint: Vector3;
  37520. dragPlaneNormal: Vector3;
  37521. dragDistance: number;
  37522. pointerId: number;
  37523. }>;
  37524. /**
  37525. * Fires each time a drag begins (eg. mouse down on mesh)
  37526. */
  37527. onDragStartObservable: Observable<{
  37528. dragPlanePoint: Vector3;
  37529. pointerId: number;
  37530. }>;
  37531. /**
  37532. * Fires each time a drag ends (eg. mouse release after drag)
  37533. */
  37534. onDragEndObservable: Observable<{
  37535. dragPlanePoint: Vector3;
  37536. pointerId: number;
  37537. }>;
  37538. /**
  37539. * If the attached mesh should be moved when dragged
  37540. */
  37541. moveAttached: boolean;
  37542. /**
  37543. * If the drag behavior will react to drag events (Default: true)
  37544. */
  37545. enabled: boolean;
  37546. /**
  37547. * If pointer events should start and release the drag (Default: true)
  37548. */
  37549. startAndReleaseDragOnPointerEvents: boolean;
  37550. /**
  37551. * If camera controls should be detached during the drag
  37552. */
  37553. detachCameraControls: boolean;
  37554. /**
  37555. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37556. */
  37557. useObjectOrienationForDragging: boolean;
  37558. private _options;
  37559. /**
  37560. * Creates a pointer drag behavior that can be attached to a mesh
  37561. * @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)
  37562. */
  37563. constructor(options?: {
  37564. dragAxis?: Vector3;
  37565. dragPlaneNormal?: Vector3;
  37566. });
  37567. /**
  37568. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37569. */
  37570. validateDrag: (targetPosition: Vector3) => boolean;
  37571. /**
  37572. * The name of the behavior
  37573. */
  37574. readonly name: string;
  37575. /**
  37576. * Initializes the behavior
  37577. */
  37578. init(): void;
  37579. private _tmpVector;
  37580. private _alternatePickedPoint;
  37581. private _worldDragAxis;
  37582. private _targetPosition;
  37583. private _attachedElement;
  37584. /**
  37585. * Attaches the drag behavior the passed in mesh
  37586. * @param ownerNode The mesh that will be dragged around once attached
  37587. */
  37588. attach(ownerNode: AbstractMesh): void;
  37589. /**
  37590. * Force relase the drag action by code.
  37591. */
  37592. releaseDrag(): void;
  37593. private _startDragRay;
  37594. private _lastPointerRay;
  37595. /**
  37596. * Simulates the start of a pointer drag event on the behavior
  37597. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37598. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37599. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37600. */
  37601. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37602. private _startDrag;
  37603. private _dragDelta;
  37604. private _moveDrag;
  37605. private _pickWithRayOnDragPlane;
  37606. private _pointA;
  37607. private _pointB;
  37608. private _pointC;
  37609. private _lineA;
  37610. private _lineB;
  37611. private _localAxis;
  37612. private _lookAt;
  37613. private _updateDragPlanePosition;
  37614. /**
  37615. * Detaches the behavior from the mesh
  37616. */
  37617. detach(): void;
  37618. }
  37619. }
  37620. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37621. import { Mesh } from "babylonjs/Meshes/mesh";
  37622. import { Behavior } from "babylonjs/Behaviors/behavior";
  37623. /**
  37624. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37625. */
  37626. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37627. private _dragBehaviorA;
  37628. private _dragBehaviorB;
  37629. private _startDistance;
  37630. private _initialScale;
  37631. private _targetScale;
  37632. private _ownerNode;
  37633. private _sceneRenderObserver;
  37634. /**
  37635. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37636. */
  37637. constructor();
  37638. /**
  37639. * The name of the behavior
  37640. */
  37641. readonly name: string;
  37642. /**
  37643. * Initializes the behavior
  37644. */
  37645. init(): void;
  37646. private _getCurrentDistance;
  37647. /**
  37648. * Attaches the scale behavior the passed in mesh
  37649. * @param ownerNode The mesh that will be scaled around once attached
  37650. */
  37651. attach(ownerNode: Mesh): void;
  37652. /**
  37653. * Detaches the behavior from the mesh
  37654. */
  37655. detach(): void;
  37656. }
  37657. }
  37658. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37659. import { Behavior } from "babylonjs/Behaviors/behavior";
  37660. import { Mesh } from "babylonjs/Meshes/mesh";
  37661. import { Observable } from "babylonjs/Misc/observable";
  37662. /**
  37663. * 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
  37664. */
  37665. export class SixDofDragBehavior implements Behavior<Mesh> {
  37666. private static _virtualScene;
  37667. private _ownerNode;
  37668. private _sceneRenderObserver;
  37669. private _scene;
  37670. private _targetPosition;
  37671. private _virtualOriginMesh;
  37672. private _virtualDragMesh;
  37673. private _pointerObserver;
  37674. private _moving;
  37675. private _startingOrientation;
  37676. /**
  37677. * 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)
  37678. */
  37679. private zDragFactor;
  37680. /**
  37681. * If the object should rotate to face the drag origin
  37682. */
  37683. rotateDraggedObject: boolean;
  37684. /**
  37685. * If the behavior is currently in a dragging state
  37686. */
  37687. dragging: boolean;
  37688. /**
  37689. * 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)
  37690. */
  37691. dragDeltaRatio: number;
  37692. /**
  37693. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37694. */
  37695. currentDraggingPointerID: number;
  37696. /**
  37697. * If camera controls should be detached during the drag
  37698. */
  37699. detachCameraControls: boolean;
  37700. /**
  37701. * Fires each time a drag starts
  37702. */
  37703. onDragStartObservable: Observable<{}>;
  37704. /**
  37705. * Fires each time a drag ends (eg. mouse release after drag)
  37706. */
  37707. onDragEndObservable: Observable<{}>;
  37708. /**
  37709. * 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
  37710. */
  37711. constructor();
  37712. /**
  37713. * The name of the behavior
  37714. */
  37715. readonly name: string;
  37716. /**
  37717. * Initializes the behavior
  37718. */
  37719. init(): void;
  37720. /**
  37721. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37722. */
  37723. private readonly _pointerCamera;
  37724. /**
  37725. * Attaches the scale behavior the passed in mesh
  37726. * @param ownerNode The mesh that will be scaled around once attached
  37727. */
  37728. attach(ownerNode: Mesh): void;
  37729. /**
  37730. * Detaches the behavior from the mesh
  37731. */
  37732. detach(): void;
  37733. }
  37734. }
  37735. declare module "babylonjs/Behaviors/Meshes/index" {
  37736. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37737. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37738. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37739. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37740. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37741. }
  37742. declare module "babylonjs/Behaviors/index" {
  37743. export * from "babylonjs/Behaviors/behavior";
  37744. export * from "babylonjs/Behaviors/Cameras/index";
  37745. export * from "babylonjs/Behaviors/Meshes/index";
  37746. }
  37747. declare module "babylonjs/Bones/boneIKController" {
  37748. import { Bone } from "babylonjs/Bones/bone";
  37749. import { Vector3 } from "babylonjs/Maths/math.vector";
  37750. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37751. import { Nullable } from "babylonjs/types";
  37752. /**
  37753. * Class used to apply inverse kinematics to bones
  37754. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37755. */
  37756. export class BoneIKController {
  37757. private static _tmpVecs;
  37758. private static _tmpQuat;
  37759. private static _tmpMats;
  37760. /**
  37761. * Gets or sets the target mesh
  37762. */
  37763. targetMesh: AbstractMesh;
  37764. /** Gets or sets the mesh used as pole */
  37765. poleTargetMesh: AbstractMesh;
  37766. /**
  37767. * Gets or sets the bone used as pole
  37768. */
  37769. poleTargetBone: Nullable<Bone>;
  37770. /**
  37771. * Gets or sets the target position
  37772. */
  37773. targetPosition: Vector3;
  37774. /**
  37775. * Gets or sets the pole target position
  37776. */
  37777. poleTargetPosition: Vector3;
  37778. /**
  37779. * Gets or sets the pole target local offset
  37780. */
  37781. poleTargetLocalOffset: Vector3;
  37782. /**
  37783. * Gets or sets the pole angle
  37784. */
  37785. poleAngle: number;
  37786. /**
  37787. * Gets or sets the mesh associated with the controller
  37788. */
  37789. mesh: AbstractMesh;
  37790. /**
  37791. * 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)
  37792. */
  37793. slerpAmount: number;
  37794. private _bone1Quat;
  37795. private _bone1Mat;
  37796. private _bone2Ang;
  37797. private _bone1;
  37798. private _bone2;
  37799. private _bone1Length;
  37800. private _bone2Length;
  37801. private _maxAngle;
  37802. private _maxReach;
  37803. private _rightHandedSystem;
  37804. private _bendAxis;
  37805. private _slerping;
  37806. private _adjustRoll;
  37807. /**
  37808. * Gets or sets maximum allowed angle
  37809. */
  37810. maxAngle: number;
  37811. /**
  37812. * Creates a new BoneIKController
  37813. * @param mesh defines the mesh to control
  37814. * @param bone defines the bone to control
  37815. * @param options defines options to set up the controller
  37816. */
  37817. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37818. targetMesh?: AbstractMesh;
  37819. poleTargetMesh?: AbstractMesh;
  37820. poleTargetBone?: Bone;
  37821. poleTargetLocalOffset?: Vector3;
  37822. poleAngle?: number;
  37823. bendAxis?: Vector3;
  37824. maxAngle?: number;
  37825. slerpAmount?: number;
  37826. });
  37827. private _setMaxAngle;
  37828. /**
  37829. * Force the controller to update the bones
  37830. */
  37831. update(): void;
  37832. }
  37833. }
  37834. declare module "babylonjs/Bones/boneLookController" {
  37835. import { Vector3 } from "babylonjs/Maths/math.vector";
  37836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37837. import { Bone } from "babylonjs/Bones/bone";
  37838. import { Space } from "babylonjs/Maths/math.axis";
  37839. /**
  37840. * Class used to make a bone look toward a point in space
  37841. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37842. */
  37843. export class BoneLookController {
  37844. private static _tmpVecs;
  37845. private static _tmpQuat;
  37846. private static _tmpMats;
  37847. /**
  37848. * The target Vector3 that the bone will look at
  37849. */
  37850. target: Vector3;
  37851. /**
  37852. * The mesh that the bone is attached to
  37853. */
  37854. mesh: AbstractMesh;
  37855. /**
  37856. * The bone that will be looking to the target
  37857. */
  37858. bone: Bone;
  37859. /**
  37860. * The up axis of the coordinate system that is used when the bone is rotated
  37861. */
  37862. upAxis: Vector3;
  37863. /**
  37864. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37865. */
  37866. upAxisSpace: Space;
  37867. /**
  37868. * Used to make an adjustment to the yaw of the bone
  37869. */
  37870. adjustYaw: number;
  37871. /**
  37872. * Used to make an adjustment to the pitch of the bone
  37873. */
  37874. adjustPitch: number;
  37875. /**
  37876. * Used to make an adjustment to the roll of the bone
  37877. */
  37878. adjustRoll: number;
  37879. /**
  37880. * 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)
  37881. */
  37882. slerpAmount: number;
  37883. private _minYaw;
  37884. private _maxYaw;
  37885. private _minPitch;
  37886. private _maxPitch;
  37887. private _minYawSin;
  37888. private _minYawCos;
  37889. private _maxYawSin;
  37890. private _maxYawCos;
  37891. private _midYawConstraint;
  37892. private _minPitchTan;
  37893. private _maxPitchTan;
  37894. private _boneQuat;
  37895. private _slerping;
  37896. private _transformYawPitch;
  37897. private _transformYawPitchInv;
  37898. private _firstFrameSkipped;
  37899. private _yawRange;
  37900. private _fowardAxis;
  37901. /**
  37902. * Gets or sets the minimum yaw angle that the bone can look to
  37903. */
  37904. minYaw: number;
  37905. /**
  37906. * Gets or sets the maximum yaw angle that the bone can look to
  37907. */
  37908. maxYaw: number;
  37909. /**
  37910. * Gets or sets the minimum pitch angle that the bone can look to
  37911. */
  37912. minPitch: number;
  37913. /**
  37914. * Gets or sets the maximum pitch angle that the bone can look to
  37915. */
  37916. maxPitch: number;
  37917. /**
  37918. * Create a BoneLookController
  37919. * @param mesh the mesh that the bone belongs to
  37920. * @param bone the bone that will be looking to the target
  37921. * @param target the target Vector3 to look at
  37922. * @param options optional settings:
  37923. * * maxYaw: the maximum angle the bone will yaw to
  37924. * * minYaw: the minimum angle the bone will yaw to
  37925. * * maxPitch: the maximum angle the bone will pitch to
  37926. * * minPitch: the minimum angle the bone will yaw to
  37927. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  37928. * * upAxis: the up axis of the coordinate system
  37929. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  37930. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  37931. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  37932. * * adjustYaw: used to make an adjustment to the yaw of the bone
  37933. * * adjustPitch: used to make an adjustment to the pitch of the bone
  37934. * * adjustRoll: used to make an adjustment to the roll of the bone
  37935. **/
  37936. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  37937. maxYaw?: number;
  37938. minYaw?: number;
  37939. maxPitch?: number;
  37940. minPitch?: number;
  37941. slerpAmount?: number;
  37942. upAxis?: Vector3;
  37943. upAxisSpace?: Space;
  37944. yawAxis?: Vector3;
  37945. pitchAxis?: Vector3;
  37946. adjustYaw?: number;
  37947. adjustPitch?: number;
  37948. adjustRoll?: number;
  37949. });
  37950. /**
  37951. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  37952. */
  37953. update(): void;
  37954. private _getAngleDiff;
  37955. private _getAngleBetween;
  37956. private _isAngleBetween;
  37957. }
  37958. }
  37959. declare module "babylonjs/Bones/index" {
  37960. export * from "babylonjs/Bones/bone";
  37961. export * from "babylonjs/Bones/boneIKController";
  37962. export * from "babylonjs/Bones/boneLookController";
  37963. export * from "babylonjs/Bones/skeleton";
  37964. }
  37965. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  37966. import { Nullable } from "babylonjs/types";
  37967. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37968. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37969. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  37970. /**
  37971. * Manage the gamepad inputs to control an arc rotate camera.
  37972. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37973. */
  37974. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  37975. /**
  37976. * Defines the camera the input is attached to.
  37977. */
  37978. camera: ArcRotateCamera;
  37979. /**
  37980. * Defines the gamepad the input is gathering event from.
  37981. */
  37982. gamepad: Nullable<Gamepad>;
  37983. /**
  37984. * Defines the gamepad rotation sensiblity.
  37985. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  37986. */
  37987. gamepadRotationSensibility: number;
  37988. /**
  37989. * Defines the gamepad move sensiblity.
  37990. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  37991. */
  37992. gamepadMoveSensibility: number;
  37993. private _onGamepadConnectedObserver;
  37994. private _onGamepadDisconnectedObserver;
  37995. /**
  37996. * Attach the input controls to a specific dom element to get the input from.
  37997. * @param element Defines the element the controls should be listened from
  37998. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37999. */
  38000. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38001. /**
  38002. * Detach the current controls from the specified dom element.
  38003. * @param element Defines the element to stop listening the inputs from
  38004. */
  38005. detachControl(element: Nullable<HTMLElement>): void;
  38006. /**
  38007. * Update the current camera state depending on the inputs that have been used this frame.
  38008. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38009. */
  38010. checkInputs(): void;
  38011. /**
  38012. * Gets the class name of the current intput.
  38013. * @returns the class name
  38014. */
  38015. getClassName(): string;
  38016. /**
  38017. * Get the friendly name associated with the input class.
  38018. * @returns the input friendly name
  38019. */
  38020. getSimpleName(): string;
  38021. }
  38022. }
  38023. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38024. import { Nullable } from "babylonjs/types";
  38025. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38026. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38027. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38028. interface ArcRotateCameraInputsManager {
  38029. /**
  38030. * Add orientation input support to the input manager.
  38031. * @returns the current input manager
  38032. */
  38033. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38034. }
  38035. }
  38036. /**
  38037. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38038. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38039. */
  38040. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38041. /**
  38042. * Defines the camera the input is attached to.
  38043. */
  38044. camera: ArcRotateCamera;
  38045. /**
  38046. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38047. */
  38048. alphaCorrection: number;
  38049. /**
  38050. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38051. */
  38052. gammaCorrection: number;
  38053. private _alpha;
  38054. private _gamma;
  38055. private _dirty;
  38056. private _deviceOrientationHandler;
  38057. /**
  38058. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38059. */
  38060. constructor();
  38061. /**
  38062. * Attach the input controls to a specific dom element to get the input from.
  38063. * @param element Defines the element the controls should be listened from
  38064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38065. */
  38066. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38067. /** @hidden */
  38068. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38069. /**
  38070. * Update the current camera state depending on the inputs that have been used this frame.
  38071. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38072. */
  38073. checkInputs(): void;
  38074. /**
  38075. * Detach the current controls from the specified dom element.
  38076. * @param element Defines the element to stop listening the inputs from
  38077. */
  38078. detachControl(element: Nullable<HTMLElement>): void;
  38079. /**
  38080. * Gets the class name of the current intput.
  38081. * @returns the class name
  38082. */
  38083. getClassName(): string;
  38084. /**
  38085. * Get the friendly name associated with the input class.
  38086. * @returns the input friendly name
  38087. */
  38088. getSimpleName(): string;
  38089. }
  38090. }
  38091. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38092. import { Nullable } from "babylonjs/types";
  38093. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38094. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38095. /**
  38096. * Listen to mouse events to control the camera.
  38097. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38098. */
  38099. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38100. /**
  38101. * Defines the camera the input is attached to.
  38102. */
  38103. camera: FlyCamera;
  38104. /**
  38105. * Defines if touch is enabled. (Default is true.)
  38106. */
  38107. touchEnabled: boolean;
  38108. /**
  38109. * Defines the buttons associated with the input to handle camera rotation.
  38110. */
  38111. buttons: number[];
  38112. /**
  38113. * Assign buttons for Yaw control.
  38114. */
  38115. buttonsYaw: number[];
  38116. /**
  38117. * Assign buttons for Pitch control.
  38118. */
  38119. buttonsPitch: number[];
  38120. /**
  38121. * Assign buttons for Roll control.
  38122. */
  38123. buttonsRoll: number[];
  38124. /**
  38125. * Detect if any button is being pressed while mouse is moved.
  38126. * -1 = Mouse locked.
  38127. * 0 = Left button.
  38128. * 1 = Middle Button.
  38129. * 2 = Right Button.
  38130. */
  38131. activeButton: number;
  38132. /**
  38133. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38134. * Higher values reduce its sensitivity.
  38135. */
  38136. angularSensibility: number;
  38137. private _mousemoveCallback;
  38138. private _observer;
  38139. private _rollObserver;
  38140. private previousPosition;
  38141. private noPreventDefault;
  38142. private element;
  38143. /**
  38144. * Listen to mouse events to control the camera.
  38145. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38146. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38147. */
  38148. constructor(touchEnabled?: boolean);
  38149. /**
  38150. * Attach the mouse control to the HTML DOM element.
  38151. * @param element Defines the element that listens to the input events.
  38152. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38153. */
  38154. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38155. /**
  38156. * Detach the current controls from the specified dom element.
  38157. * @param element Defines the element to stop listening the inputs from
  38158. */
  38159. detachControl(element: Nullable<HTMLElement>): void;
  38160. /**
  38161. * Gets the class name of the current input.
  38162. * @returns the class name.
  38163. */
  38164. getClassName(): string;
  38165. /**
  38166. * Get the friendly name associated with the input class.
  38167. * @returns the input's friendly name.
  38168. */
  38169. getSimpleName(): string;
  38170. private _pointerInput;
  38171. private _onMouseMove;
  38172. /**
  38173. * Rotate camera by mouse offset.
  38174. */
  38175. private rotateCamera;
  38176. }
  38177. }
  38178. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38179. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38180. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38181. /**
  38182. * Default Inputs manager for the FlyCamera.
  38183. * It groups all the default supported inputs for ease of use.
  38184. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38185. */
  38186. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38187. /**
  38188. * Instantiates a new FlyCameraInputsManager.
  38189. * @param camera Defines the camera the inputs belong to.
  38190. */
  38191. constructor(camera: FlyCamera);
  38192. /**
  38193. * Add keyboard input support to the input manager.
  38194. * @returns the new FlyCameraKeyboardMoveInput().
  38195. */
  38196. addKeyboard(): FlyCameraInputsManager;
  38197. /**
  38198. * Add mouse input support to the input manager.
  38199. * @param touchEnabled Enable touch screen support.
  38200. * @returns the new FlyCameraMouseInput().
  38201. */
  38202. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38203. }
  38204. }
  38205. declare module "babylonjs/Cameras/flyCamera" {
  38206. import { Scene } from "babylonjs/scene";
  38207. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38208. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38209. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38210. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38211. /**
  38212. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38213. * such as in a 3D Space Shooter or a Flight Simulator.
  38214. */
  38215. export class FlyCamera extends TargetCamera {
  38216. /**
  38217. * Define the collision ellipsoid of the camera.
  38218. * This is helpful for simulating a camera body, like a player's body.
  38219. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38220. */
  38221. ellipsoid: Vector3;
  38222. /**
  38223. * Define an offset for the position of the ellipsoid around the camera.
  38224. * This can be helpful if the camera is attached away from the player's body center,
  38225. * such as at its head.
  38226. */
  38227. ellipsoidOffset: Vector3;
  38228. /**
  38229. * Enable or disable collisions of the camera with the rest of the scene objects.
  38230. */
  38231. checkCollisions: boolean;
  38232. /**
  38233. * Enable or disable gravity on the camera.
  38234. */
  38235. applyGravity: boolean;
  38236. /**
  38237. * Define the current direction the camera is moving to.
  38238. */
  38239. cameraDirection: Vector3;
  38240. /**
  38241. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38242. * This overrides and empties cameraRotation.
  38243. */
  38244. rotationQuaternion: Quaternion;
  38245. /**
  38246. * Track Roll to maintain the wanted Rolling when looking around.
  38247. */
  38248. _trackRoll: number;
  38249. /**
  38250. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38251. */
  38252. rollCorrect: number;
  38253. /**
  38254. * Mimic a banked turn, Rolling the camera when Yawing.
  38255. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38256. */
  38257. bankedTurn: boolean;
  38258. /**
  38259. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38260. */
  38261. bankedTurnLimit: number;
  38262. /**
  38263. * Value of 0 disables the banked Roll.
  38264. * Value of 1 is equal to the Yaw angle in radians.
  38265. */
  38266. bankedTurnMultiplier: number;
  38267. /**
  38268. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38269. */
  38270. inputs: FlyCameraInputsManager;
  38271. /**
  38272. * Gets the input sensibility for mouse input.
  38273. * Higher values reduce sensitivity.
  38274. */
  38275. /**
  38276. * Sets the input sensibility for a mouse input.
  38277. * Higher values reduce sensitivity.
  38278. */
  38279. angularSensibility: number;
  38280. /**
  38281. * Get the keys for camera movement forward.
  38282. */
  38283. /**
  38284. * Set the keys for camera movement forward.
  38285. */
  38286. keysForward: number[];
  38287. /**
  38288. * Get the keys for camera movement backward.
  38289. */
  38290. keysBackward: number[];
  38291. /**
  38292. * Get the keys for camera movement up.
  38293. */
  38294. /**
  38295. * Set the keys for camera movement up.
  38296. */
  38297. keysUp: number[];
  38298. /**
  38299. * Get the keys for camera movement down.
  38300. */
  38301. /**
  38302. * Set the keys for camera movement down.
  38303. */
  38304. keysDown: number[];
  38305. /**
  38306. * Get the keys for camera movement left.
  38307. */
  38308. /**
  38309. * Set the keys for camera movement left.
  38310. */
  38311. keysLeft: number[];
  38312. /**
  38313. * Set the keys for camera movement right.
  38314. */
  38315. /**
  38316. * Set the keys for camera movement right.
  38317. */
  38318. keysRight: number[];
  38319. /**
  38320. * Event raised when the camera collides with a mesh in the scene.
  38321. */
  38322. onCollide: (collidedMesh: AbstractMesh) => void;
  38323. private _collider;
  38324. private _needMoveForGravity;
  38325. private _oldPosition;
  38326. private _diffPosition;
  38327. private _newPosition;
  38328. /** @hidden */
  38329. _localDirection: Vector3;
  38330. /** @hidden */
  38331. _transformedDirection: Vector3;
  38332. /**
  38333. * Instantiates a FlyCamera.
  38334. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38335. * such as in a 3D Space Shooter or a Flight Simulator.
  38336. * @param name Define the name of the camera in the scene.
  38337. * @param position Define the starting position of the camera in the scene.
  38338. * @param scene Define the scene the camera belongs to.
  38339. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38340. */
  38341. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38342. /**
  38343. * Attach a control to the HTML DOM element.
  38344. * @param element Defines the element that listens to the input events.
  38345. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38346. */
  38347. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38348. /**
  38349. * Detach a control from the HTML DOM element.
  38350. * The camera will stop reacting to that input.
  38351. * @param element Defines the element that listens to the input events.
  38352. */
  38353. detachControl(element: HTMLElement): void;
  38354. private _collisionMask;
  38355. /**
  38356. * Get the mask that the camera ignores in collision events.
  38357. */
  38358. /**
  38359. * Set the mask that the camera ignores in collision events.
  38360. */
  38361. collisionMask: number;
  38362. /** @hidden */
  38363. _collideWithWorld(displacement: Vector3): void;
  38364. /** @hidden */
  38365. private _onCollisionPositionChange;
  38366. /** @hidden */
  38367. _checkInputs(): void;
  38368. /** @hidden */
  38369. _decideIfNeedsToMove(): boolean;
  38370. /** @hidden */
  38371. _updatePosition(): void;
  38372. /**
  38373. * Restore the Roll to its target value at the rate specified.
  38374. * @param rate - Higher means slower restoring.
  38375. * @hidden
  38376. */
  38377. restoreRoll(rate: number): void;
  38378. /**
  38379. * Destroy the camera and release the current resources held by it.
  38380. */
  38381. dispose(): void;
  38382. /**
  38383. * Get the current object class name.
  38384. * @returns the class name.
  38385. */
  38386. getClassName(): string;
  38387. }
  38388. }
  38389. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38390. import { Nullable } from "babylonjs/types";
  38391. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38392. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38393. /**
  38394. * Listen to keyboard events to control the camera.
  38395. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38396. */
  38397. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38398. /**
  38399. * Defines the camera the input is attached to.
  38400. */
  38401. camera: FlyCamera;
  38402. /**
  38403. * The list of keyboard keys used to control the forward move of the camera.
  38404. */
  38405. keysForward: number[];
  38406. /**
  38407. * The list of keyboard keys used to control the backward move of the camera.
  38408. */
  38409. keysBackward: number[];
  38410. /**
  38411. * The list of keyboard keys used to control the forward move of the camera.
  38412. */
  38413. keysUp: number[];
  38414. /**
  38415. * The list of keyboard keys used to control the backward move of the camera.
  38416. */
  38417. keysDown: number[];
  38418. /**
  38419. * The list of keyboard keys used to control the right strafe move of the camera.
  38420. */
  38421. keysRight: number[];
  38422. /**
  38423. * The list of keyboard keys used to control the left strafe move of the camera.
  38424. */
  38425. keysLeft: number[];
  38426. private _keys;
  38427. private _onCanvasBlurObserver;
  38428. private _onKeyboardObserver;
  38429. private _engine;
  38430. private _scene;
  38431. /**
  38432. * Attach the input controls to a specific dom element to get the input from.
  38433. * @param element Defines the element the controls should be listened from
  38434. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38435. */
  38436. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38437. /**
  38438. * Detach the current controls from the specified dom element.
  38439. * @param element Defines the element to stop listening the inputs from
  38440. */
  38441. detachControl(element: Nullable<HTMLElement>): void;
  38442. /**
  38443. * Gets the class name of the current intput.
  38444. * @returns the class name
  38445. */
  38446. getClassName(): string;
  38447. /** @hidden */
  38448. _onLostFocus(e: FocusEvent): void;
  38449. /**
  38450. * Get the friendly name associated with the input class.
  38451. * @returns the input friendly name
  38452. */
  38453. getSimpleName(): string;
  38454. /**
  38455. * Update the current camera state depending on the inputs that have been used this frame.
  38456. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38457. */
  38458. checkInputs(): void;
  38459. }
  38460. }
  38461. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38462. import { Nullable } from "babylonjs/types";
  38463. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38464. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38465. /**
  38466. * Manage the mouse wheel inputs to control a follow camera.
  38467. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38468. */
  38469. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38470. /**
  38471. * Defines the camera the input is attached to.
  38472. */
  38473. camera: FollowCamera;
  38474. /**
  38475. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38476. */
  38477. axisControlRadius: boolean;
  38478. /**
  38479. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38480. */
  38481. axisControlHeight: boolean;
  38482. /**
  38483. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38484. */
  38485. axisControlRotation: boolean;
  38486. /**
  38487. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38488. * relation to mouseWheel events.
  38489. */
  38490. wheelPrecision: number;
  38491. /**
  38492. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38493. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38494. */
  38495. wheelDeltaPercentage: number;
  38496. private _wheel;
  38497. private _observer;
  38498. /**
  38499. * Attach the input controls to a specific dom element to get the input from.
  38500. * @param element Defines the element the controls should be listened from
  38501. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38502. */
  38503. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38504. /**
  38505. * Detach the current controls from the specified dom element.
  38506. * @param element Defines the element to stop listening the inputs from
  38507. */
  38508. detachControl(element: Nullable<HTMLElement>): void;
  38509. /**
  38510. * Gets the class name of the current intput.
  38511. * @returns the class name
  38512. */
  38513. getClassName(): string;
  38514. /**
  38515. * Get the friendly name associated with the input class.
  38516. * @returns the input friendly name
  38517. */
  38518. getSimpleName(): string;
  38519. }
  38520. }
  38521. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38522. import { Nullable } from "babylonjs/types";
  38523. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38524. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38525. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38526. /**
  38527. * Manage the pointers inputs to control an follow camera.
  38528. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38529. */
  38530. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38531. /**
  38532. * Defines the camera the input is attached to.
  38533. */
  38534. camera: FollowCamera;
  38535. /**
  38536. * Gets the class name of the current input.
  38537. * @returns the class name
  38538. */
  38539. getClassName(): string;
  38540. /**
  38541. * Defines the pointer angular sensibility along the X axis or how fast is
  38542. * the camera rotating.
  38543. * A negative number will reverse the axis direction.
  38544. */
  38545. angularSensibilityX: number;
  38546. /**
  38547. * Defines the pointer angular sensibility along the Y axis or how fast is
  38548. * the camera rotating.
  38549. * A negative number will reverse the axis direction.
  38550. */
  38551. angularSensibilityY: number;
  38552. /**
  38553. * Defines the pointer pinch precision or how fast is the camera zooming.
  38554. * A negative number will reverse the axis direction.
  38555. */
  38556. pinchPrecision: number;
  38557. /**
  38558. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38559. * from 0.
  38560. * It defines the percentage of current camera.radius to use as delta when
  38561. * pinch zoom is used.
  38562. */
  38563. pinchDeltaPercentage: number;
  38564. /**
  38565. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38566. */
  38567. axisXControlRadius: boolean;
  38568. /**
  38569. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38570. */
  38571. axisXControlHeight: boolean;
  38572. /**
  38573. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38574. */
  38575. axisXControlRotation: boolean;
  38576. /**
  38577. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38578. */
  38579. axisYControlRadius: boolean;
  38580. /**
  38581. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38582. */
  38583. axisYControlHeight: boolean;
  38584. /**
  38585. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38586. */
  38587. axisYControlRotation: boolean;
  38588. /**
  38589. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38590. */
  38591. axisPinchControlRadius: boolean;
  38592. /**
  38593. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38594. */
  38595. axisPinchControlHeight: boolean;
  38596. /**
  38597. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38598. */
  38599. axisPinchControlRotation: boolean;
  38600. /**
  38601. * Log error messages if basic misconfiguration has occurred.
  38602. */
  38603. warningEnable: boolean;
  38604. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38605. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38606. private _warningCounter;
  38607. private _warning;
  38608. }
  38609. }
  38610. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38611. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38612. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38613. /**
  38614. * Default Inputs manager for the FollowCamera.
  38615. * It groups all the default supported inputs for ease of use.
  38616. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38617. */
  38618. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38619. /**
  38620. * Instantiates a new FollowCameraInputsManager.
  38621. * @param camera Defines the camera the inputs belong to
  38622. */
  38623. constructor(camera: FollowCamera);
  38624. /**
  38625. * Add keyboard input support to the input manager.
  38626. * @returns the current input manager
  38627. */
  38628. addKeyboard(): FollowCameraInputsManager;
  38629. /**
  38630. * Add mouse wheel input support to the input manager.
  38631. * @returns the current input manager
  38632. */
  38633. addMouseWheel(): FollowCameraInputsManager;
  38634. /**
  38635. * Add pointers input support to the input manager.
  38636. * @returns the current input manager
  38637. */
  38638. addPointers(): FollowCameraInputsManager;
  38639. /**
  38640. * Add orientation input support to the input manager.
  38641. * @returns the current input manager
  38642. */
  38643. addVRDeviceOrientation(): FollowCameraInputsManager;
  38644. }
  38645. }
  38646. declare module "babylonjs/Cameras/followCamera" {
  38647. import { Nullable } from "babylonjs/types";
  38648. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38649. import { Scene } from "babylonjs/scene";
  38650. import { Vector3 } from "babylonjs/Maths/math.vector";
  38651. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38652. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38653. /**
  38654. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38655. * an arc rotate version arcFollowCamera are available.
  38656. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38657. */
  38658. export class FollowCamera extends TargetCamera {
  38659. /**
  38660. * Distance the follow camera should follow an object at
  38661. */
  38662. radius: number;
  38663. /**
  38664. * Minimum allowed distance of the camera to the axis of rotation
  38665. * (The camera can not get closer).
  38666. * This can help limiting how the Camera is able to move in the scene.
  38667. */
  38668. lowerRadiusLimit: Nullable<number>;
  38669. /**
  38670. * Maximum allowed distance of the camera to the axis of rotation
  38671. * (The camera can not get further).
  38672. * This can help limiting how the Camera is able to move in the scene.
  38673. */
  38674. upperRadiusLimit: Nullable<number>;
  38675. /**
  38676. * Define a rotation offset between the camera and the object it follows
  38677. */
  38678. rotationOffset: number;
  38679. /**
  38680. * Minimum allowed angle to camera position relative to target object.
  38681. * This can help limiting how the Camera is able to move in the scene.
  38682. */
  38683. lowerRotationOffsetLimit: Nullable<number>;
  38684. /**
  38685. * Maximum allowed angle to camera position relative to target object.
  38686. * This can help limiting how the Camera is able to move in the scene.
  38687. */
  38688. upperRotationOffsetLimit: Nullable<number>;
  38689. /**
  38690. * Define a height offset between the camera and the object it follows.
  38691. * It can help following an object from the top (like a car chaing a plane)
  38692. */
  38693. heightOffset: number;
  38694. /**
  38695. * Minimum allowed height of camera position relative to target object.
  38696. * This can help limiting how the Camera is able to move in the scene.
  38697. */
  38698. lowerHeightOffsetLimit: Nullable<number>;
  38699. /**
  38700. * Maximum allowed height of camera position relative to target object.
  38701. * This can help limiting how the Camera is able to move in the scene.
  38702. */
  38703. upperHeightOffsetLimit: Nullable<number>;
  38704. /**
  38705. * Define how fast the camera can accelerate to follow it s target.
  38706. */
  38707. cameraAcceleration: number;
  38708. /**
  38709. * Define the speed limit of the camera following an object.
  38710. */
  38711. maxCameraSpeed: number;
  38712. /**
  38713. * Define the target of the camera.
  38714. */
  38715. lockedTarget: Nullable<AbstractMesh>;
  38716. /**
  38717. * Defines the input associated with the camera.
  38718. */
  38719. inputs: FollowCameraInputsManager;
  38720. /**
  38721. * Instantiates the follow camera.
  38722. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38723. * @param name Define the name of the camera in the scene
  38724. * @param position Define the position of the camera
  38725. * @param scene Define the scene the camera belong to
  38726. * @param lockedTarget Define the target of the camera
  38727. */
  38728. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38729. private _follow;
  38730. /**
  38731. * Attached controls to the current camera.
  38732. * @param element Defines the element the controls should be listened from
  38733. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38734. */
  38735. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38736. /**
  38737. * Detach the current controls from the camera.
  38738. * The camera will stop reacting to inputs.
  38739. * @param element Defines the element to stop listening the inputs from
  38740. */
  38741. detachControl(element: HTMLElement): void;
  38742. /** @hidden */
  38743. _checkInputs(): void;
  38744. private _checkLimits;
  38745. /**
  38746. * Gets the camera class name.
  38747. * @returns the class name
  38748. */
  38749. getClassName(): string;
  38750. }
  38751. /**
  38752. * Arc Rotate version of the follow camera.
  38753. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38754. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38755. */
  38756. export class ArcFollowCamera extends TargetCamera {
  38757. /** The longitudinal angle of the camera */
  38758. alpha: number;
  38759. /** The latitudinal angle of the camera */
  38760. beta: number;
  38761. /** The radius of the camera from its target */
  38762. radius: number;
  38763. /** Define the camera target (the messh it should follow) */
  38764. target: Nullable<AbstractMesh>;
  38765. private _cartesianCoordinates;
  38766. /**
  38767. * Instantiates a new ArcFollowCamera
  38768. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38769. * @param name Define the name of the camera
  38770. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38771. * @param beta Define the rotation angle of the camera around the elevation axis
  38772. * @param radius Define the radius of the camera from its target point
  38773. * @param target Define the target of the camera
  38774. * @param scene Define the scene the camera belongs to
  38775. */
  38776. constructor(name: string,
  38777. /** The longitudinal angle of the camera */
  38778. alpha: number,
  38779. /** The latitudinal angle of the camera */
  38780. beta: number,
  38781. /** The radius of the camera from its target */
  38782. radius: number,
  38783. /** Define the camera target (the messh it should follow) */
  38784. target: Nullable<AbstractMesh>, scene: Scene);
  38785. private _follow;
  38786. /** @hidden */
  38787. _checkInputs(): void;
  38788. /**
  38789. * Returns the class name of the object.
  38790. * It is mostly used internally for serialization purposes.
  38791. */
  38792. getClassName(): string;
  38793. }
  38794. }
  38795. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38796. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38797. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38798. import { Nullable } from "babylonjs/types";
  38799. /**
  38800. * Manage the keyboard inputs to control the movement of a follow camera.
  38801. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38802. */
  38803. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38804. /**
  38805. * Defines the camera the input is attached to.
  38806. */
  38807. camera: FollowCamera;
  38808. /**
  38809. * Defines the list of key codes associated with the up action (increase heightOffset)
  38810. */
  38811. keysHeightOffsetIncr: number[];
  38812. /**
  38813. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38814. */
  38815. keysHeightOffsetDecr: number[];
  38816. /**
  38817. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38818. */
  38819. keysHeightOffsetModifierAlt: boolean;
  38820. /**
  38821. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38822. */
  38823. keysHeightOffsetModifierCtrl: boolean;
  38824. /**
  38825. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38826. */
  38827. keysHeightOffsetModifierShift: boolean;
  38828. /**
  38829. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38830. */
  38831. keysRotationOffsetIncr: number[];
  38832. /**
  38833. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38834. */
  38835. keysRotationOffsetDecr: number[];
  38836. /**
  38837. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38838. */
  38839. keysRotationOffsetModifierAlt: boolean;
  38840. /**
  38841. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38842. */
  38843. keysRotationOffsetModifierCtrl: boolean;
  38844. /**
  38845. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38846. */
  38847. keysRotationOffsetModifierShift: boolean;
  38848. /**
  38849. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38850. */
  38851. keysRadiusIncr: number[];
  38852. /**
  38853. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38854. */
  38855. keysRadiusDecr: number[];
  38856. /**
  38857. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38858. */
  38859. keysRadiusModifierAlt: boolean;
  38860. /**
  38861. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38862. */
  38863. keysRadiusModifierCtrl: boolean;
  38864. /**
  38865. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38866. */
  38867. keysRadiusModifierShift: boolean;
  38868. /**
  38869. * Defines the rate of change of heightOffset.
  38870. */
  38871. heightSensibility: number;
  38872. /**
  38873. * Defines the rate of change of rotationOffset.
  38874. */
  38875. rotationSensibility: number;
  38876. /**
  38877. * Defines the rate of change of radius.
  38878. */
  38879. radiusSensibility: number;
  38880. private _keys;
  38881. private _ctrlPressed;
  38882. private _altPressed;
  38883. private _shiftPressed;
  38884. private _onCanvasBlurObserver;
  38885. private _onKeyboardObserver;
  38886. private _engine;
  38887. private _scene;
  38888. /**
  38889. * Attach the input controls to a specific dom element to get the input from.
  38890. * @param element Defines the element the controls should be listened from
  38891. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38892. */
  38893. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38894. /**
  38895. * Detach the current controls from the specified dom element.
  38896. * @param element Defines the element to stop listening the inputs from
  38897. */
  38898. detachControl(element: Nullable<HTMLElement>): void;
  38899. /**
  38900. * Update the current camera state depending on the inputs that have been used this frame.
  38901. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38902. */
  38903. checkInputs(): void;
  38904. /**
  38905. * Gets the class name of the current input.
  38906. * @returns the class name
  38907. */
  38908. getClassName(): string;
  38909. /**
  38910. * Get the friendly name associated with the input class.
  38911. * @returns the input friendly name
  38912. */
  38913. getSimpleName(): string;
  38914. /**
  38915. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38916. * allow modification of the heightOffset value.
  38917. */
  38918. private _modifierHeightOffset;
  38919. /**
  38920. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38921. * allow modification of the rotationOffset value.
  38922. */
  38923. private _modifierRotationOffset;
  38924. /**
  38925. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38926. * allow modification of the radius value.
  38927. */
  38928. private _modifierRadius;
  38929. }
  38930. }
  38931. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  38932. import { Nullable } from "babylonjs/types";
  38933. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38934. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  38935. import { Observable } from "babylonjs/Misc/observable";
  38936. module "babylonjs/Cameras/freeCameraInputsManager" {
  38937. interface FreeCameraInputsManager {
  38938. /**
  38939. * @hidden
  38940. */
  38941. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  38942. /**
  38943. * Add orientation input support to the input manager.
  38944. * @returns the current input manager
  38945. */
  38946. addDeviceOrientation(): FreeCameraInputsManager;
  38947. }
  38948. }
  38949. /**
  38950. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  38951. * Screen rotation is taken into account.
  38952. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38953. */
  38954. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  38955. private _camera;
  38956. private _screenOrientationAngle;
  38957. private _constantTranform;
  38958. private _screenQuaternion;
  38959. private _alpha;
  38960. private _beta;
  38961. private _gamma;
  38962. /**
  38963. * Can be used to detect if a device orientation sensor is availible on a device
  38964. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  38965. * @returns a promise that will resolve on orientation change
  38966. */
  38967. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  38968. /**
  38969. * @hidden
  38970. */
  38971. _onDeviceOrientationChangedObservable: Observable<void>;
  38972. /**
  38973. * Instantiates a new input
  38974. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38975. */
  38976. constructor();
  38977. /**
  38978. * Define the camera controlled by the input.
  38979. */
  38980. camera: FreeCamera;
  38981. /**
  38982. * Attach the input controls to a specific dom element to get the input from.
  38983. * @param element Defines the element the controls should be listened from
  38984. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38985. */
  38986. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38987. private _orientationChanged;
  38988. private _deviceOrientation;
  38989. /**
  38990. * Detach the current controls from the specified dom element.
  38991. * @param element Defines the element to stop listening the inputs from
  38992. */
  38993. detachControl(element: Nullable<HTMLElement>): void;
  38994. /**
  38995. * Update the current camera state depending on the inputs that have been used this frame.
  38996. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38997. */
  38998. checkInputs(): void;
  38999. /**
  39000. * Gets the class name of the current intput.
  39001. * @returns the class name
  39002. */
  39003. getClassName(): string;
  39004. /**
  39005. * Get the friendly name associated with the input class.
  39006. * @returns the input friendly name
  39007. */
  39008. getSimpleName(): string;
  39009. }
  39010. }
  39011. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39012. import { Nullable } from "babylonjs/types";
  39013. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39014. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39015. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39016. /**
  39017. * Manage the gamepad inputs to control a free camera.
  39018. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39019. */
  39020. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39021. /**
  39022. * Define the camera the input is attached to.
  39023. */
  39024. camera: FreeCamera;
  39025. /**
  39026. * Define the Gamepad controlling the input
  39027. */
  39028. gamepad: Nullable<Gamepad>;
  39029. /**
  39030. * Defines the gamepad rotation sensiblity.
  39031. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39032. */
  39033. gamepadAngularSensibility: number;
  39034. /**
  39035. * Defines the gamepad move sensiblity.
  39036. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39037. */
  39038. gamepadMoveSensibility: number;
  39039. private _onGamepadConnectedObserver;
  39040. private _onGamepadDisconnectedObserver;
  39041. private _cameraTransform;
  39042. private _deltaTransform;
  39043. private _vector3;
  39044. private _vector2;
  39045. /**
  39046. * Attach the input controls to a specific dom element to get the input from.
  39047. * @param element Defines the element the controls should be listened from
  39048. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39049. */
  39050. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39051. /**
  39052. * Detach the current controls from the specified dom element.
  39053. * @param element Defines the element to stop listening the inputs from
  39054. */
  39055. detachControl(element: Nullable<HTMLElement>): void;
  39056. /**
  39057. * Update the current camera state depending on the inputs that have been used this frame.
  39058. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39059. */
  39060. checkInputs(): void;
  39061. /**
  39062. * Gets the class name of the current intput.
  39063. * @returns the class name
  39064. */
  39065. getClassName(): string;
  39066. /**
  39067. * Get the friendly name associated with the input class.
  39068. * @returns the input friendly name
  39069. */
  39070. getSimpleName(): string;
  39071. }
  39072. }
  39073. declare module "babylonjs/Misc/virtualJoystick" {
  39074. import { Nullable } from "babylonjs/types";
  39075. import { Vector3 } from "babylonjs/Maths/math.vector";
  39076. /**
  39077. * Defines the potential axis of a Joystick
  39078. */
  39079. export enum JoystickAxis {
  39080. /** X axis */
  39081. X = 0,
  39082. /** Y axis */
  39083. Y = 1,
  39084. /** Z axis */
  39085. Z = 2
  39086. }
  39087. /**
  39088. * Class used to define virtual joystick (used in touch mode)
  39089. */
  39090. export class VirtualJoystick {
  39091. /**
  39092. * Gets or sets a boolean indicating that left and right values must be inverted
  39093. */
  39094. reverseLeftRight: boolean;
  39095. /**
  39096. * Gets or sets a boolean indicating that up and down values must be inverted
  39097. */
  39098. reverseUpDown: boolean;
  39099. /**
  39100. * Gets the offset value for the position (ie. the change of the position value)
  39101. */
  39102. deltaPosition: Vector3;
  39103. /**
  39104. * Gets a boolean indicating if the virtual joystick was pressed
  39105. */
  39106. pressed: boolean;
  39107. /**
  39108. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39109. */
  39110. static Canvas: Nullable<HTMLCanvasElement>;
  39111. private static _globalJoystickIndex;
  39112. private static vjCanvasContext;
  39113. private static vjCanvasWidth;
  39114. private static vjCanvasHeight;
  39115. private static halfWidth;
  39116. private _action;
  39117. private _axisTargetedByLeftAndRight;
  39118. private _axisTargetedByUpAndDown;
  39119. private _joystickSensibility;
  39120. private _inversedSensibility;
  39121. private _joystickPointerID;
  39122. private _joystickColor;
  39123. private _joystickPointerPos;
  39124. private _joystickPreviousPointerPos;
  39125. private _joystickPointerStartPos;
  39126. private _deltaJoystickVector;
  39127. private _leftJoystick;
  39128. private _touches;
  39129. private _onPointerDownHandlerRef;
  39130. private _onPointerMoveHandlerRef;
  39131. private _onPointerUpHandlerRef;
  39132. private _onResize;
  39133. /**
  39134. * Creates a new virtual joystick
  39135. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39136. */
  39137. constructor(leftJoystick?: boolean);
  39138. /**
  39139. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39140. * @param newJoystickSensibility defines the new sensibility
  39141. */
  39142. setJoystickSensibility(newJoystickSensibility: number): void;
  39143. private _onPointerDown;
  39144. private _onPointerMove;
  39145. private _onPointerUp;
  39146. /**
  39147. * Change the color of the virtual joystick
  39148. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39149. */
  39150. setJoystickColor(newColor: string): void;
  39151. /**
  39152. * Defines a callback to call when the joystick is touched
  39153. * @param action defines the callback
  39154. */
  39155. setActionOnTouch(action: () => any): void;
  39156. /**
  39157. * Defines which axis you'd like to control for left & right
  39158. * @param axis defines the axis to use
  39159. */
  39160. setAxisForLeftRight(axis: JoystickAxis): void;
  39161. /**
  39162. * Defines which axis you'd like to control for up & down
  39163. * @param axis defines the axis to use
  39164. */
  39165. setAxisForUpDown(axis: JoystickAxis): void;
  39166. private _drawVirtualJoystick;
  39167. /**
  39168. * Release internal HTML canvas
  39169. */
  39170. releaseCanvas(): void;
  39171. }
  39172. }
  39173. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39174. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39175. import { Nullable } from "babylonjs/types";
  39176. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39177. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39178. module "babylonjs/Cameras/freeCameraInputsManager" {
  39179. interface FreeCameraInputsManager {
  39180. /**
  39181. * Add virtual joystick input support to the input manager.
  39182. * @returns the current input manager
  39183. */
  39184. addVirtualJoystick(): FreeCameraInputsManager;
  39185. }
  39186. }
  39187. /**
  39188. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39189. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39190. */
  39191. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39192. /**
  39193. * Defines the camera the input is attached to.
  39194. */
  39195. camera: FreeCamera;
  39196. private _leftjoystick;
  39197. private _rightjoystick;
  39198. /**
  39199. * Gets the left stick of the virtual joystick.
  39200. * @returns The virtual Joystick
  39201. */
  39202. getLeftJoystick(): VirtualJoystick;
  39203. /**
  39204. * Gets the right stick of the virtual joystick.
  39205. * @returns The virtual Joystick
  39206. */
  39207. getRightJoystick(): VirtualJoystick;
  39208. /**
  39209. * Update the current camera state depending on the inputs that have been used this frame.
  39210. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39211. */
  39212. checkInputs(): void;
  39213. /**
  39214. * Attach the input controls to a specific dom element to get the input from.
  39215. * @param element Defines the element the controls should be listened from
  39216. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39217. */
  39218. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39219. /**
  39220. * Detach the current controls from the specified dom element.
  39221. * @param element Defines the element to stop listening the inputs from
  39222. */
  39223. detachControl(element: Nullable<HTMLElement>): void;
  39224. /**
  39225. * Gets the class name of the current intput.
  39226. * @returns the class name
  39227. */
  39228. getClassName(): string;
  39229. /**
  39230. * Get the friendly name associated with the input class.
  39231. * @returns the input friendly name
  39232. */
  39233. getSimpleName(): string;
  39234. }
  39235. }
  39236. declare module "babylonjs/Cameras/Inputs/index" {
  39237. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39238. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39239. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39240. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39241. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39242. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39243. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39244. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39245. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39246. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39247. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39248. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39249. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39250. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39251. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39252. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39253. }
  39254. declare module "babylonjs/Cameras/touchCamera" {
  39255. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39256. import { Scene } from "babylonjs/scene";
  39257. import { Vector3 } from "babylonjs/Maths/math.vector";
  39258. /**
  39259. * This represents a FPS type of camera controlled by touch.
  39260. * This is like a universal camera minus the Gamepad controls.
  39261. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39262. */
  39263. export class TouchCamera extends FreeCamera {
  39264. /**
  39265. * Defines the touch sensibility for rotation.
  39266. * The higher the faster.
  39267. */
  39268. touchAngularSensibility: number;
  39269. /**
  39270. * Defines the touch sensibility for move.
  39271. * The higher the faster.
  39272. */
  39273. touchMoveSensibility: number;
  39274. /**
  39275. * Instantiates a new touch camera.
  39276. * This represents a FPS type of camera controlled by touch.
  39277. * This is like a universal camera minus the Gamepad controls.
  39278. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39279. * @param name Define the name of the camera in the scene
  39280. * @param position Define the start position of the camera in the scene
  39281. * @param scene Define the scene the camera belongs to
  39282. */
  39283. constructor(name: string, position: Vector3, scene: Scene);
  39284. /**
  39285. * Gets the current object class name.
  39286. * @return the class name
  39287. */
  39288. getClassName(): string;
  39289. /** @hidden */
  39290. _setupInputs(): void;
  39291. }
  39292. }
  39293. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39294. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39295. import { Scene } from "babylonjs/scene";
  39296. import { Vector3 } from "babylonjs/Maths/math.vector";
  39297. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39298. import { Axis } from "babylonjs/Maths/math.axis";
  39299. /**
  39300. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39301. * being tilted forward or back and left or right.
  39302. */
  39303. export class DeviceOrientationCamera extends FreeCamera {
  39304. private _initialQuaternion;
  39305. private _quaternionCache;
  39306. private _tmpDragQuaternion;
  39307. /**
  39308. * Creates a new device orientation camera
  39309. * @param name The name of the camera
  39310. * @param position The start position camera
  39311. * @param scene The scene the camera belongs to
  39312. */
  39313. constructor(name: string, position: Vector3, scene: Scene);
  39314. /**
  39315. * @hidden
  39316. * Disabled pointer input on first orientation sensor update (Default: true)
  39317. */
  39318. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39319. private _dragFactor;
  39320. /**
  39321. * Enabled turning on the y axis when the orientation sensor is active
  39322. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39323. */
  39324. enableHorizontalDragging(dragFactor?: number): void;
  39325. /**
  39326. * Gets the current instance class name ("DeviceOrientationCamera").
  39327. * This helps avoiding instanceof at run time.
  39328. * @returns the class name
  39329. */
  39330. getClassName(): string;
  39331. /**
  39332. * @hidden
  39333. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39334. */
  39335. _checkInputs(): void;
  39336. /**
  39337. * Reset the camera to its default orientation on the specified axis only.
  39338. * @param axis The axis to reset
  39339. */
  39340. resetToCurrentRotation(axis?: Axis): void;
  39341. }
  39342. }
  39343. declare module "babylonjs/Gamepads/xboxGamepad" {
  39344. import { Observable } from "babylonjs/Misc/observable";
  39345. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39346. /**
  39347. * Defines supported buttons for XBox360 compatible gamepads
  39348. */
  39349. export enum Xbox360Button {
  39350. /** A */
  39351. A = 0,
  39352. /** B */
  39353. B = 1,
  39354. /** X */
  39355. X = 2,
  39356. /** Y */
  39357. Y = 3,
  39358. /** Start */
  39359. Start = 4,
  39360. /** Back */
  39361. Back = 5,
  39362. /** Left button */
  39363. LB = 6,
  39364. /** Right button */
  39365. RB = 7,
  39366. /** Left stick */
  39367. LeftStick = 8,
  39368. /** Right stick */
  39369. RightStick = 9
  39370. }
  39371. /** Defines values for XBox360 DPad */
  39372. export enum Xbox360Dpad {
  39373. /** Up */
  39374. Up = 0,
  39375. /** Down */
  39376. Down = 1,
  39377. /** Left */
  39378. Left = 2,
  39379. /** Right */
  39380. Right = 3
  39381. }
  39382. /**
  39383. * Defines a XBox360 gamepad
  39384. */
  39385. export class Xbox360Pad extends Gamepad {
  39386. private _leftTrigger;
  39387. private _rightTrigger;
  39388. private _onlefttriggerchanged;
  39389. private _onrighttriggerchanged;
  39390. private _onbuttondown;
  39391. private _onbuttonup;
  39392. private _ondpaddown;
  39393. private _ondpadup;
  39394. /** Observable raised when a button is pressed */
  39395. onButtonDownObservable: Observable<Xbox360Button>;
  39396. /** Observable raised when a button is released */
  39397. onButtonUpObservable: Observable<Xbox360Button>;
  39398. /** Observable raised when a pad is pressed */
  39399. onPadDownObservable: Observable<Xbox360Dpad>;
  39400. /** Observable raised when a pad is released */
  39401. onPadUpObservable: Observable<Xbox360Dpad>;
  39402. private _buttonA;
  39403. private _buttonB;
  39404. private _buttonX;
  39405. private _buttonY;
  39406. private _buttonBack;
  39407. private _buttonStart;
  39408. private _buttonLB;
  39409. private _buttonRB;
  39410. private _buttonLeftStick;
  39411. private _buttonRightStick;
  39412. private _dPadUp;
  39413. private _dPadDown;
  39414. private _dPadLeft;
  39415. private _dPadRight;
  39416. private _isXboxOnePad;
  39417. /**
  39418. * Creates a new XBox360 gamepad object
  39419. * @param id defines the id of this gamepad
  39420. * @param index defines its index
  39421. * @param gamepad defines the internal HTML gamepad object
  39422. * @param xboxOne defines if it is a XBox One gamepad
  39423. */
  39424. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39425. /**
  39426. * Defines the callback to call when left trigger is pressed
  39427. * @param callback defines the callback to use
  39428. */
  39429. onlefttriggerchanged(callback: (value: number) => void): void;
  39430. /**
  39431. * Defines the callback to call when right trigger is pressed
  39432. * @param callback defines the callback to use
  39433. */
  39434. onrighttriggerchanged(callback: (value: number) => void): void;
  39435. /**
  39436. * Gets the left trigger value
  39437. */
  39438. /**
  39439. * Sets the left trigger value
  39440. */
  39441. leftTrigger: number;
  39442. /**
  39443. * Gets the right trigger value
  39444. */
  39445. /**
  39446. * Sets the right trigger value
  39447. */
  39448. rightTrigger: number;
  39449. /**
  39450. * Defines the callback to call when a button is pressed
  39451. * @param callback defines the callback to use
  39452. */
  39453. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39454. /**
  39455. * Defines the callback to call when a button is released
  39456. * @param callback defines the callback to use
  39457. */
  39458. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39459. /**
  39460. * Defines the callback to call when a pad is pressed
  39461. * @param callback defines the callback to use
  39462. */
  39463. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39464. /**
  39465. * Defines the callback to call when a pad is released
  39466. * @param callback defines the callback to use
  39467. */
  39468. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39469. private _setButtonValue;
  39470. private _setDPadValue;
  39471. /**
  39472. * Gets the value of the `A` button
  39473. */
  39474. /**
  39475. * Sets the value of the `A` button
  39476. */
  39477. buttonA: number;
  39478. /**
  39479. * Gets the value of the `B` button
  39480. */
  39481. /**
  39482. * Sets the value of the `B` button
  39483. */
  39484. buttonB: number;
  39485. /**
  39486. * Gets the value of the `X` button
  39487. */
  39488. /**
  39489. * Sets the value of the `X` button
  39490. */
  39491. buttonX: number;
  39492. /**
  39493. * Gets the value of the `Y` button
  39494. */
  39495. /**
  39496. * Sets the value of the `Y` button
  39497. */
  39498. buttonY: number;
  39499. /**
  39500. * Gets the value of the `Start` button
  39501. */
  39502. /**
  39503. * Sets the value of the `Start` button
  39504. */
  39505. buttonStart: number;
  39506. /**
  39507. * Gets the value of the `Back` button
  39508. */
  39509. /**
  39510. * Sets the value of the `Back` button
  39511. */
  39512. buttonBack: number;
  39513. /**
  39514. * Gets the value of the `Left` button
  39515. */
  39516. /**
  39517. * Sets the value of the `Left` button
  39518. */
  39519. buttonLB: number;
  39520. /**
  39521. * Gets the value of the `Right` button
  39522. */
  39523. /**
  39524. * Sets the value of the `Right` button
  39525. */
  39526. buttonRB: number;
  39527. /**
  39528. * Gets the value of the Left joystick
  39529. */
  39530. /**
  39531. * Sets the value of the Left joystick
  39532. */
  39533. buttonLeftStick: number;
  39534. /**
  39535. * Gets the value of the Right joystick
  39536. */
  39537. /**
  39538. * Sets the value of the Right joystick
  39539. */
  39540. buttonRightStick: number;
  39541. /**
  39542. * Gets the value of D-pad up
  39543. */
  39544. /**
  39545. * Sets the value of D-pad up
  39546. */
  39547. dPadUp: number;
  39548. /**
  39549. * Gets the value of D-pad down
  39550. */
  39551. /**
  39552. * Sets the value of D-pad down
  39553. */
  39554. dPadDown: number;
  39555. /**
  39556. * Gets the value of D-pad left
  39557. */
  39558. /**
  39559. * Sets the value of D-pad left
  39560. */
  39561. dPadLeft: number;
  39562. /**
  39563. * Gets the value of D-pad right
  39564. */
  39565. /**
  39566. * Sets the value of D-pad right
  39567. */
  39568. dPadRight: number;
  39569. /**
  39570. * Force the gamepad to synchronize with device values
  39571. */
  39572. update(): void;
  39573. /**
  39574. * Disposes the gamepad
  39575. */
  39576. dispose(): void;
  39577. }
  39578. }
  39579. declare module "babylonjs/Gamepads/gamepadManager" {
  39580. import { Observable } from "babylonjs/Misc/observable";
  39581. import { Nullable } from "babylonjs/types";
  39582. import { Scene } from "babylonjs/scene";
  39583. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39584. /**
  39585. * Manager for handling gamepads
  39586. */
  39587. export class GamepadManager {
  39588. private _scene?;
  39589. private _babylonGamepads;
  39590. private _oneGamepadConnected;
  39591. /** @hidden */
  39592. _isMonitoring: boolean;
  39593. private _gamepadEventSupported;
  39594. private _gamepadSupport;
  39595. /**
  39596. * observable to be triggered when the gamepad controller has been connected
  39597. */
  39598. onGamepadConnectedObservable: Observable<Gamepad>;
  39599. /**
  39600. * observable to be triggered when the gamepad controller has been disconnected
  39601. */
  39602. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39603. private _onGamepadConnectedEvent;
  39604. private _onGamepadDisconnectedEvent;
  39605. /**
  39606. * Initializes the gamepad manager
  39607. * @param _scene BabylonJS scene
  39608. */
  39609. constructor(_scene?: Scene | undefined);
  39610. /**
  39611. * The gamepads in the game pad manager
  39612. */
  39613. readonly gamepads: Gamepad[];
  39614. /**
  39615. * Get the gamepad controllers based on type
  39616. * @param type The type of gamepad controller
  39617. * @returns Nullable gamepad
  39618. */
  39619. getGamepadByType(type?: number): Nullable<Gamepad>;
  39620. /**
  39621. * Disposes the gamepad manager
  39622. */
  39623. dispose(): void;
  39624. private _addNewGamepad;
  39625. private _startMonitoringGamepads;
  39626. private _stopMonitoringGamepads;
  39627. /** @hidden */
  39628. _checkGamepadsStatus(): void;
  39629. private _updateGamepadObjects;
  39630. }
  39631. }
  39632. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39633. import { Nullable } from "babylonjs/types";
  39634. import { Scene } from "babylonjs/scene";
  39635. import { ISceneComponent } from "babylonjs/sceneComponent";
  39636. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39637. module "babylonjs/scene" {
  39638. interface Scene {
  39639. /** @hidden */
  39640. _gamepadManager: Nullable<GamepadManager>;
  39641. /**
  39642. * Gets the gamepad manager associated with the scene
  39643. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39644. */
  39645. gamepadManager: GamepadManager;
  39646. }
  39647. }
  39648. module "babylonjs/Cameras/freeCameraInputsManager" {
  39649. /**
  39650. * Interface representing a free camera inputs manager
  39651. */
  39652. interface FreeCameraInputsManager {
  39653. /**
  39654. * Adds gamepad input support to the FreeCameraInputsManager.
  39655. * @returns the FreeCameraInputsManager
  39656. */
  39657. addGamepad(): FreeCameraInputsManager;
  39658. }
  39659. }
  39660. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39661. /**
  39662. * Interface representing an arc rotate camera inputs manager
  39663. */
  39664. interface ArcRotateCameraInputsManager {
  39665. /**
  39666. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39667. * @returns the camera inputs manager
  39668. */
  39669. addGamepad(): ArcRotateCameraInputsManager;
  39670. }
  39671. }
  39672. /**
  39673. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39674. */
  39675. export class GamepadSystemSceneComponent implements ISceneComponent {
  39676. /**
  39677. * The component name helpfull to identify the component in the list of scene components.
  39678. */
  39679. readonly name: string;
  39680. /**
  39681. * The scene the component belongs to.
  39682. */
  39683. scene: Scene;
  39684. /**
  39685. * Creates a new instance of the component for the given scene
  39686. * @param scene Defines the scene to register the component in
  39687. */
  39688. constructor(scene: Scene);
  39689. /**
  39690. * Registers the component in a given scene
  39691. */
  39692. register(): void;
  39693. /**
  39694. * Rebuilds the elements related to this component in case of
  39695. * context lost for instance.
  39696. */
  39697. rebuild(): void;
  39698. /**
  39699. * Disposes the component and the associated ressources
  39700. */
  39701. dispose(): void;
  39702. private _beforeCameraUpdate;
  39703. }
  39704. }
  39705. declare module "babylonjs/Cameras/universalCamera" {
  39706. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39707. import { Scene } from "babylonjs/scene";
  39708. import { Vector3 } from "babylonjs/Maths/math.vector";
  39709. import "babylonjs/Gamepads/gamepadSceneComponent";
  39710. /**
  39711. * 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,
  39712. * which still works and will still be found in many Playgrounds.
  39713. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39714. */
  39715. export class UniversalCamera extends TouchCamera {
  39716. /**
  39717. * Defines the gamepad rotation sensiblity.
  39718. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39719. */
  39720. gamepadAngularSensibility: number;
  39721. /**
  39722. * Defines the gamepad move sensiblity.
  39723. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39724. */
  39725. gamepadMoveSensibility: number;
  39726. /**
  39727. * 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,
  39728. * which still works and will still be found in many Playgrounds.
  39729. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39730. * @param name Define the name of the camera in the scene
  39731. * @param position Define the start position of the camera in the scene
  39732. * @param scene Define the scene the camera belongs to
  39733. */
  39734. constructor(name: string, position: Vector3, scene: Scene);
  39735. /**
  39736. * Gets the current object class name.
  39737. * @return the class name
  39738. */
  39739. getClassName(): string;
  39740. }
  39741. }
  39742. declare module "babylonjs/Cameras/gamepadCamera" {
  39743. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39744. import { Scene } from "babylonjs/scene";
  39745. import { Vector3 } from "babylonjs/Maths/math.vector";
  39746. /**
  39747. * This represents a FPS type of camera. This is only here for back compat purpose.
  39748. * Please use the UniversalCamera instead as both are identical.
  39749. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39750. */
  39751. export class GamepadCamera extends UniversalCamera {
  39752. /**
  39753. * Instantiates a new Gamepad Camera
  39754. * This represents a FPS type of camera. This is only here for back compat purpose.
  39755. * Please use the UniversalCamera instead as both are identical.
  39756. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39757. * @param name Define the name of the camera in the scene
  39758. * @param position Define the start position of the camera in the scene
  39759. * @param scene Define the scene the camera belongs to
  39760. */
  39761. constructor(name: string, position: Vector3, scene: Scene);
  39762. /**
  39763. * Gets the current object class name.
  39764. * @return the class name
  39765. */
  39766. getClassName(): string;
  39767. }
  39768. }
  39769. declare module "babylonjs/Shaders/pass.fragment" {
  39770. /** @hidden */
  39771. export var passPixelShader: {
  39772. name: string;
  39773. shader: string;
  39774. };
  39775. }
  39776. declare module "babylonjs/Shaders/passCube.fragment" {
  39777. /** @hidden */
  39778. export var passCubePixelShader: {
  39779. name: string;
  39780. shader: string;
  39781. };
  39782. }
  39783. declare module "babylonjs/PostProcesses/passPostProcess" {
  39784. import { Nullable } from "babylonjs/types";
  39785. import { Camera } from "babylonjs/Cameras/camera";
  39786. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39787. import { Engine } from "babylonjs/Engines/engine";
  39788. import "babylonjs/Shaders/pass.fragment";
  39789. import "babylonjs/Shaders/passCube.fragment";
  39790. /**
  39791. * PassPostProcess which produces an output the same as it's input
  39792. */
  39793. export class PassPostProcess extends PostProcess {
  39794. /**
  39795. * Creates the PassPostProcess
  39796. * @param name The name of the effect.
  39797. * @param options The required width/height ratio to downsize to before computing the render pass.
  39798. * @param camera The camera to apply the render pass to.
  39799. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39800. * @param engine The engine which the post process will be applied. (default: current engine)
  39801. * @param reusable If the post process can be reused on the same frame. (default: false)
  39802. * @param textureType The type of texture to be used when performing the post processing.
  39803. * @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)
  39804. */
  39805. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39806. }
  39807. /**
  39808. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39809. */
  39810. export class PassCubePostProcess extends PostProcess {
  39811. private _face;
  39812. /**
  39813. * Gets or sets the cube face to display.
  39814. * * 0 is +X
  39815. * * 1 is -X
  39816. * * 2 is +Y
  39817. * * 3 is -Y
  39818. * * 4 is +Z
  39819. * * 5 is -Z
  39820. */
  39821. face: number;
  39822. /**
  39823. * Creates the PassCubePostProcess
  39824. * @param name The name of the effect.
  39825. * @param options The required width/height ratio to downsize to before computing the render pass.
  39826. * @param camera The camera to apply the render pass to.
  39827. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39828. * @param engine The engine which the post process will be applied. (default: current engine)
  39829. * @param reusable If the post process can be reused on the same frame. (default: false)
  39830. * @param textureType The type of texture to be used when performing the post processing.
  39831. * @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)
  39832. */
  39833. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39834. }
  39835. }
  39836. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39837. /** @hidden */
  39838. export var anaglyphPixelShader: {
  39839. name: string;
  39840. shader: string;
  39841. };
  39842. }
  39843. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39844. import { Engine } from "babylonjs/Engines/engine";
  39845. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39846. import { Camera } from "babylonjs/Cameras/camera";
  39847. import "babylonjs/Shaders/anaglyph.fragment";
  39848. /**
  39849. * Postprocess used to generate anaglyphic rendering
  39850. */
  39851. export class AnaglyphPostProcess extends PostProcess {
  39852. private _passedProcess;
  39853. /**
  39854. * Creates a new AnaglyphPostProcess
  39855. * @param name defines postprocess name
  39856. * @param options defines creation options or target ratio scale
  39857. * @param rigCameras defines cameras using this postprocess
  39858. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39859. * @param engine defines hosting engine
  39860. * @param reusable defines if the postprocess will be reused multiple times per frame
  39861. */
  39862. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39863. }
  39864. }
  39865. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39866. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39867. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39868. import { Scene } from "babylonjs/scene";
  39869. import { Vector3 } from "babylonjs/Maths/math.vector";
  39870. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39871. /**
  39872. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39873. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39874. */
  39875. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39876. /**
  39877. * Creates a new AnaglyphArcRotateCamera
  39878. * @param name defines camera name
  39879. * @param alpha defines alpha angle (in radians)
  39880. * @param beta defines beta angle (in radians)
  39881. * @param radius defines radius
  39882. * @param target defines camera target
  39883. * @param interaxialDistance defines distance between each color axis
  39884. * @param scene defines the hosting scene
  39885. */
  39886. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39887. /**
  39888. * Gets camera class name
  39889. * @returns AnaglyphArcRotateCamera
  39890. */
  39891. getClassName(): string;
  39892. }
  39893. }
  39894. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  39895. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39896. import { Scene } from "babylonjs/scene";
  39897. import { Vector3 } from "babylonjs/Maths/math.vector";
  39898. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39899. /**
  39900. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  39901. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39902. */
  39903. export class AnaglyphFreeCamera extends FreeCamera {
  39904. /**
  39905. * Creates a new AnaglyphFreeCamera
  39906. * @param name defines camera name
  39907. * @param position defines initial position
  39908. * @param interaxialDistance defines distance between each color axis
  39909. * @param scene defines the hosting scene
  39910. */
  39911. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39912. /**
  39913. * Gets camera class name
  39914. * @returns AnaglyphFreeCamera
  39915. */
  39916. getClassName(): string;
  39917. }
  39918. }
  39919. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  39920. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  39921. import { Scene } from "babylonjs/scene";
  39922. import { Vector3 } from "babylonjs/Maths/math.vector";
  39923. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39924. /**
  39925. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  39926. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39927. */
  39928. export class AnaglyphGamepadCamera extends GamepadCamera {
  39929. /**
  39930. * Creates a new AnaglyphGamepadCamera
  39931. * @param name defines camera name
  39932. * @param position defines initial position
  39933. * @param interaxialDistance defines distance between each color axis
  39934. * @param scene defines the hosting scene
  39935. */
  39936. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39937. /**
  39938. * Gets camera class name
  39939. * @returns AnaglyphGamepadCamera
  39940. */
  39941. getClassName(): string;
  39942. }
  39943. }
  39944. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  39945. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39946. import { Scene } from "babylonjs/scene";
  39947. import { Vector3 } from "babylonjs/Maths/math.vector";
  39948. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39949. /**
  39950. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  39951. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39952. */
  39953. export class AnaglyphUniversalCamera extends UniversalCamera {
  39954. /**
  39955. * Creates a new AnaglyphUniversalCamera
  39956. * @param name defines camera name
  39957. * @param position defines initial position
  39958. * @param interaxialDistance defines distance between each color axis
  39959. * @param scene defines the hosting scene
  39960. */
  39961. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39962. /**
  39963. * Gets camera class name
  39964. * @returns AnaglyphUniversalCamera
  39965. */
  39966. getClassName(): string;
  39967. }
  39968. }
  39969. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  39970. /** @hidden */
  39971. export var stereoscopicInterlacePixelShader: {
  39972. name: string;
  39973. shader: string;
  39974. };
  39975. }
  39976. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  39977. import { Camera } from "babylonjs/Cameras/camera";
  39978. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  39979. import { Engine } from "babylonjs/Engines/engine";
  39980. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  39981. /**
  39982. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  39983. */
  39984. export class StereoscopicInterlacePostProcess extends PostProcess {
  39985. private _stepSize;
  39986. private _passedProcess;
  39987. /**
  39988. * Initializes a StereoscopicInterlacePostProcess
  39989. * @param name The name of the effect.
  39990. * @param rigCameras The rig cameras to be appled to the post process
  39991. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  39992. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39993. * @param engine The engine which the post process will be applied. (default: current engine)
  39994. * @param reusable If the post process can be reused on the same frame. (default: false)
  39995. */
  39996. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  39997. }
  39998. }
  39999. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40000. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40001. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40002. import { Scene } from "babylonjs/scene";
  40003. import { Vector3 } from "babylonjs/Maths/math.vector";
  40004. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40005. /**
  40006. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40007. * @see http://doc.babylonjs.com/features/cameras
  40008. */
  40009. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40010. /**
  40011. * Creates a new StereoscopicArcRotateCamera
  40012. * @param name defines camera name
  40013. * @param alpha defines alpha angle (in radians)
  40014. * @param beta defines beta angle (in radians)
  40015. * @param radius defines radius
  40016. * @param target defines camera target
  40017. * @param interaxialDistance defines distance between each color axis
  40018. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40019. * @param scene defines the hosting scene
  40020. */
  40021. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40022. /**
  40023. * Gets camera class name
  40024. * @returns StereoscopicArcRotateCamera
  40025. */
  40026. getClassName(): string;
  40027. }
  40028. }
  40029. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40030. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40031. import { Scene } from "babylonjs/scene";
  40032. import { Vector3 } from "babylonjs/Maths/math.vector";
  40033. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40034. /**
  40035. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40036. * @see http://doc.babylonjs.com/features/cameras
  40037. */
  40038. export class StereoscopicFreeCamera extends FreeCamera {
  40039. /**
  40040. * Creates a new StereoscopicFreeCamera
  40041. * @param name defines camera name
  40042. * @param position defines initial position
  40043. * @param interaxialDistance defines distance between each color axis
  40044. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40045. * @param scene defines the hosting scene
  40046. */
  40047. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40048. /**
  40049. * Gets camera class name
  40050. * @returns StereoscopicFreeCamera
  40051. */
  40052. getClassName(): string;
  40053. }
  40054. }
  40055. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40056. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40057. import { Scene } from "babylonjs/scene";
  40058. import { Vector3 } from "babylonjs/Maths/math.vector";
  40059. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40060. /**
  40061. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40062. * @see http://doc.babylonjs.com/features/cameras
  40063. */
  40064. export class StereoscopicGamepadCamera extends GamepadCamera {
  40065. /**
  40066. * Creates a new StereoscopicGamepadCamera
  40067. * @param name defines camera name
  40068. * @param position defines initial position
  40069. * @param interaxialDistance defines distance between each color axis
  40070. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40071. * @param scene defines the hosting scene
  40072. */
  40073. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40074. /**
  40075. * Gets camera class name
  40076. * @returns StereoscopicGamepadCamera
  40077. */
  40078. getClassName(): string;
  40079. }
  40080. }
  40081. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40082. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40083. import { Scene } from "babylonjs/scene";
  40084. import { Vector3 } from "babylonjs/Maths/math.vector";
  40085. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40086. /**
  40087. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40088. * @see http://doc.babylonjs.com/features/cameras
  40089. */
  40090. export class StereoscopicUniversalCamera extends UniversalCamera {
  40091. /**
  40092. * Creates a new StereoscopicUniversalCamera
  40093. * @param name defines camera name
  40094. * @param position defines initial position
  40095. * @param interaxialDistance defines distance between each color axis
  40096. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40097. * @param scene defines the hosting scene
  40098. */
  40099. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40100. /**
  40101. * Gets camera class name
  40102. * @returns StereoscopicUniversalCamera
  40103. */
  40104. getClassName(): string;
  40105. }
  40106. }
  40107. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40108. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40109. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40110. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40111. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40112. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40113. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40114. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40115. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40116. }
  40117. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40118. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40119. import { Scene } from "babylonjs/scene";
  40120. import { Vector3 } from "babylonjs/Maths/math.vector";
  40121. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40122. /**
  40123. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40124. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40125. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40126. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40127. */
  40128. export class VirtualJoysticksCamera extends FreeCamera {
  40129. /**
  40130. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40131. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40132. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40133. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40134. * @param name Define the name of the camera in the scene
  40135. * @param position Define the start position of the camera in the scene
  40136. * @param scene Define the scene the camera belongs to
  40137. */
  40138. constructor(name: string, position: Vector3, scene: Scene);
  40139. /**
  40140. * Gets the current object class name.
  40141. * @return the class name
  40142. */
  40143. getClassName(): string;
  40144. }
  40145. }
  40146. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40147. import { Matrix } from "babylonjs/Maths/math.vector";
  40148. /**
  40149. * This represents all the required metrics to create a VR camera.
  40150. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40151. */
  40152. export class VRCameraMetrics {
  40153. /**
  40154. * Define the horizontal resolution off the screen.
  40155. */
  40156. hResolution: number;
  40157. /**
  40158. * Define the vertical resolution off the screen.
  40159. */
  40160. vResolution: number;
  40161. /**
  40162. * Define the horizontal screen size.
  40163. */
  40164. hScreenSize: number;
  40165. /**
  40166. * Define the vertical screen size.
  40167. */
  40168. vScreenSize: number;
  40169. /**
  40170. * Define the vertical screen center position.
  40171. */
  40172. vScreenCenter: number;
  40173. /**
  40174. * Define the distance of the eyes to the screen.
  40175. */
  40176. eyeToScreenDistance: number;
  40177. /**
  40178. * Define the distance between both lenses
  40179. */
  40180. lensSeparationDistance: number;
  40181. /**
  40182. * Define the distance between both viewer's eyes.
  40183. */
  40184. interpupillaryDistance: number;
  40185. /**
  40186. * Define the distortion factor of the VR postprocess.
  40187. * Please, touch with care.
  40188. */
  40189. distortionK: number[];
  40190. /**
  40191. * Define the chromatic aberration correction factors for the VR post process.
  40192. */
  40193. chromaAbCorrection: number[];
  40194. /**
  40195. * Define the scale factor of the post process.
  40196. * The smaller the better but the slower.
  40197. */
  40198. postProcessScaleFactor: number;
  40199. /**
  40200. * Define an offset for the lens center.
  40201. */
  40202. lensCenterOffset: number;
  40203. /**
  40204. * Define if the current vr camera should compensate the distortion of the lense or not.
  40205. */
  40206. compensateDistortion: boolean;
  40207. /**
  40208. * Defines if multiview should be enabled when rendering (Default: false)
  40209. */
  40210. multiviewEnabled: boolean;
  40211. /**
  40212. * Gets the rendering aspect ratio based on the provided resolutions.
  40213. */
  40214. readonly aspectRatio: number;
  40215. /**
  40216. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40217. */
  40218. readonly aspectRatioFov: number;
  40219. /**
  40220. * @hidden
  40221. */
  40222. readonly leftHMatrix: Matrix;
  40223. /**
  40224. * @hidden
  40225. */
  40226. readonly rightHMatrix: Matrix;
  40227. /**
  40228. * @hidden
  40229. */
  40230. readonly leftPreViewMatrix: Matrix;
  40231. /**
  40232. * @hidden
  40233. */
  40234. readonly rightPreViewMatrix: Matrix;
  40235. /**
  40236. * Get the default VRMetrics based on the most generic setup.
  40237. * @returns the default vr metrics
  40238. */
  40239. static GetDefault(): VRCameraMetrics;
  40240. }
  40241. }
  40242. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40243. /** @hidden */
  40244. export var vrDistortionCorrectionPixelShader: {
  40245. name: string;
  40246. shader: string;
  40247. };
  40248. }
  40249. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40250. import { Camera } from "babylonjs/Cameras/camera";
  40251. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40252. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40253. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40254. /**
  40255. * VRDistortionCorrectionPostProcess used for mobile VR
  40256. */
  40257. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40258. private _isRightEye;
  40259. private _distortionFactors;
  40260. private _postProcessScaleFactor;
  40261. private _lensCenterOffset;
  40262. private _scaleIn;
  40263. private _scaleFactor;
  40264. private _lensCenter;
  40265. /**
  40266. * Initializes the VRDistortionCorrectionPostProcess
  40267. * @param name The name of the effect.
  40268. * @param camera The camera to apply the render pass to.
  40269. * @param isRightEye If this is for the right eye distortion
  40270. * @param vrMetrics All the required metrics for the VR camera
  40271. */
  40272. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40273. }
  40274. }
  40275. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40276. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40277. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40278. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40279. import { Scene } from "babylonjs/scene";
  40280. import { Vector3 } from "babylonjs/Maths/math.vector";
  40281. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40282. import "babylonjs/Cameras/RigModes/vrRigMode";
  40283. /**
  40284. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40285. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40286. */
  40287. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40288. /**
  40289. * Creates a new VRDeviceOrientationArcRotateCamera
  40290. * @param name defines camera name
  40291. * @param alpha defines the camera rotation along the logitudinal axis
  40292. * @param beta defines the camera rotation along the latitudinal axis
  40293. * @param radius defines the camera distance from its target
  40294. * @param target defines the camera target
  40295. * @param scene defines the scene the camera belongs to
  40296. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40297. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40298. */
  40299. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40300. /**
  40301. * Gets camera class name
  40302. * @returns VRDeviceOrientationArcRotateCamera
  40303. */
  40304. getClassName(): string;
  40305. }
  40306. }
  40307. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40308. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40309. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40310. import { Scene } from "babylonjs/scene";
  40311. import { Vector3 } from "babylonjs/Maths/math.vector";
  40312. import "babylonjs/Cameras/RigModes/vrRigMode";
  40313. /**
  40314. * Camera used to simulate VR rendering (based on FreeCamera)
  40315. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40316. */
  40317. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40318. /**
  40319. * Creates a new VRDeviceOrientationFreeCamera
  40320. * @param name defines camera name
  40321. * @param position defines the start position of the camera
  40322. * @param scene defines the scene the camera belongs to
  40323. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40324. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40325. */
  40326. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40327. /**
  40328. * Gets camera class name
  40329. * @returns VRDeviceOrientationFreeCamera
  40330. */
  40331. getClassName(): string;
  40332. }
  40333. }
  40334. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40335. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40336. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40337. import { Scene } from "babylonjs/scene";
  40338. import { Vector3 } from "babylonjs/Maths/math.vector";
  40339. import "babylonjs/Gamepads/gamepadSceneComponent";
  40340. /**
  40341. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40342. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40343. */
  40344. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40345. /**
  40346. * Creates a new VRDeviceOrientationGamepadCamera
  40347. * @param name defines camera name
  40348. * @param position defines the start position of the camera
  40349. * @param scene defines the scene the camera belongs to
  40350. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40351. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40352. */
  40353. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40354. /**
  40355. * Gets camera class name
  40356. * @returns VRDeviceOrientationGamepadCamera
  40357. */
  40358. getClassName(): string;
  40359. }
  40360. }
  40361. declare module "babylonjs/Materials/pushMaterial" {
  40362. import { Nullable } from "babylonjs/types";
  40363. import { Scene } from "babylonjs/scene";
  40364. import { Matrix } from "babylonjs/Maths/math.vector";
  40365. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40366. import { Mesh } from "babylonjs/Meshes/mesh";
  40367. import { Material } from "babylonjs/Materials/material";
  40368. import { Effect } from "babylonjs/Materials/effect";
  40369. /**
  40370. * Base class of materials working in push mode in babylon JS
  40371. * @hidden
  40372. */
  40373. export class PushMaterial extends Material {
  40374. protected _activeEffect: Effect;
  40375. protected _normalMatrix: Matrix;
  40376. /**
  40377. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40378. * This means that the material can keep using a previous shader while a new one is being compiled.
  40379. * This is mostly used when shader parallel compilation is supported (true by default)
  40380. */
  40381. allowShaderHotSwapping: boolean;
  40382. constructor(name: string, scene: Scene);
  40383. getEffect(): Effect;
  40384. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40385. /**
  40386. * Binds the given world matrix to the active effect
  40387. *
  40388. * @param world the matrix to bind
  40389. */
  40390. bindOnlyWorldMatrix(world: Matrix): void;
  40391. /**
  40392. * Binds the given normal matrix to the active effect
  40393. *
  40394. * @param normalMatrix the matrix to bind
  40395. */
  40396. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40397. bind(world: Matrix, mesh?: Mesh): void;
  40398. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40399. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40400. }
  40401. }
  40402. declare module "babylonjs/Materials/materialFlags" {
  40403. /**
  40404. * This groups all the flags used to control the materials channel.
  40405. */
  40406. export class MaterialFlags {
  40407. private static _DiffuseTextureEnabled;
  40408. /**
  40409. * Are diffuse textures enabled in the application.
  40410. */
  40411. static DiffuseTextureEnabled: boolean;
  40412. private static _AmbientTextureEnabled;
  40413. /**
  40414. * Are ambient textures enabled in the application.
  40415. */
  40416. static AmbientTextureEnabled: boolean;
  40417. private static _OpacityTextureEnabled;
  40418. /**
  40419. * Are opacity textures enabled in the application.
  40420. */
  40421. static OpacityTextureEnabled: boolean;
  40422. private static _ReflectionTextureEnabled;
  40423. /**
  40424. * Are reflection textures enabled in the application.
  40425. */
  40426. static ReflectionTextureEnabled: boolean;
  40427. private static _EmissiveTextureEnabled;
  40428. /**
  40429. * Are emissive textures enabled in the application.
  40430. */
  40431. static EmissiveTextureEnabled: boolean;
  40432. private static _SpecularTextureEnabled;
  40433. /**
  40434. * Are specular textures enabled in the application.
  40435. */
  40436. static SpecularTextureEnabled: boolean;
  40437. private static _BumpTextureEnabled;
  40438. /**
  40439. * Are bump textures enabled in the application.
  40440. */
  40441. static BumpTextureEnabled: boolean;
  40442. private static _LightmapTextureEnabled;
  40443. /**
  40444. * Are lightmap textures enabled in the application.
  40445. */
  40446. static LightmapTextureEnabled: boolean;
  40447. private static _RefractionTextureEnabled;
  40448. /**
  40449. * Are refraction textures enabled in the application.
  40450. */
  40451. static RefractionTextureEnabled: boolean;
  40452. private static _ColorGradingTextureEnabled;
  40453. /**
  40454. * Are color grading textures enabled in the application.
  40455. */
  40456. static ColorGradingTextureEnabled: boolean;
  40457. private static _FresnelEnabled;
  40458. /**
  40459. * Are fresnels enabled in the application.
  40460. */
  40461. static FresnelEnabled: boolean;
  40462. private static _ClearCoatTextureEnabled;
  40463. /**
  40464. * Are clear coat textures enabled in the application.
  40465. */
  40466. static ClearCoatTextureEnabled: boolean;
  40467. private static _ClearCoatBumpTextureEnabled;
  40468. /**
  40469. * Are clear coat bump textures enabled in the application.
  40470. */
  40471. static ClearCoatBumpTextureEnabled: boolean;
  40472. private static _ClearCoatTintTextureEnabled;
  40473. /**
  40474. * Are clear coat tint textures enabled in the application.
  40475. */
  40476. static ClearCoatTintTextureEnabled: boolean;
  40477. private static _SheenTextureEnabled;
  40478. /**
  40479. * Are sheen textures enabled in the application.
  40480. */
  40481. static SheenTextureEnabled: boolean;
  40482. private static _AnisotropicTextureEnabled;
  40483. /**
  40484. * Are anisotropic textures enabled in the application.
  40485. */
  40486. static AnisotropicTextureEnabled: boolean;
  40487. private static _ThicknessTextureEnabled;
  40488. /**
  40489. * Are thickness textures enabled in the application.
  40490. */
  40491. static ThicknessTextureEnabled: boolean;
  40492. }
  40493. }
  40494. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40495. /** @hidden */
  40496. export var defaultFragmentDeclaration: {
  40497. name: string;
  40498. shader: string;
  40499. };
  40500. }
  40501. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40502. /** @hidden */
  40503. export var defaultUboDeclaration: {
  40504. name: string;
  40505. shader: string;
  40506. };
  40507. }
  40508. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40509. /** @hidden */
  40510. export var lightFragmentDeclaration: {
  40511. name: string;
  40512. shader: string;
  40513. };
  40514. }
  40515. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40516. /** @hidden */
  40517. export var lightUboDeclaration: {
  40518. name: string;
  40519. shader: string;
  40520. };
  40521. }
  40522. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40523. /** @hidden */
  40524. export var lightsFragmentFunctions: {
  40525. name: string;
  40526. shader: string;
  40527. };
  40528. }
  40529. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40530. /** @hidden */
  40531. export var shadowsFragmentFunctions: {
  40532. name: string;
  40533. shader: string;
  40534. };
  40535. }
  40536. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40537. /** @hidden */
  40538. export var fresnelFunction: {
  40539. name: string;
  40540. shader: string;
  40541. };
  40542. }
  40543. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40544. /** @hidden */
  40545. export var reflectionFunction: {
  40546. name: string;
  40547. shader: string;
  40548. };
  40549. }
  40550. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40551. /** @hidden */
  40552. export var bumpFragmentFunctions: {
  40553. name: string;
  40554. shader: string;
  40555. };
  40556. }
  40557. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40558. /** @hidden */
  40559. export var logDepthDeclaration: {
  40560. name: string;
  40561. shader: string;
  40562. };
  40563. }
  40564. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40565. /** @hidden */
  40566. export var bumpFragment: {
  40567. name: string;
  40568. shader: string;
  40569. };
  40570. }
  40571. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40572. /** @hidden */
  40573. export var depthPrePass: {
  40574. name: string;
  40575. shader: string;
  40576. };
  40577. }
  40578. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40579. /** @hidden */
  40580. export var lightFragment: {
  40581. name: string;
  40582. shader: string;
  40583. };
  40584. }
  40585. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40586. /** @hidden */
  40587. export var logDepthFragment: {
  40588. name: string;
  40589. shader: string;
  40590. };
  40591. }
  40592. declare module "babylonjs/Shaders/default.fragment" {
  40593. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40594. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40595. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40596. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40597. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40598. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40599. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40600. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40601. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40602. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40603. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40604. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40605. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40606. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40607. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40608. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40609. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40610. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40611. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40612. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40613. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40614. /** @hidden */
  40615. export var defaultPixelShader: {
  40616. name: string;
  40617. shader: string;
  40618. };
  40619. }
  40620. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40621. /** @hidden */
  40622. export var defaultVertexDeclaration: {
  40623. name: string;
  40624. shader: string;
  40625. };
  40626. }
  40627. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40628. /** @hidden */
  40629. export var bumpVertexDeclaration: {
  40630. name: string;
  40631. shader: string;
  40632. };
  40633. }
  40634. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40635. /** @hidden */
  40636. export var bumpVertex: {
  40637. name: string;
  40638. shader: string;
  40639. };
  40640. }
  40641. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40642. /** @hidden */
  40643. export var fogVertex: {
  40644. name: string;
  40645. shader: string;
  40646. };
  40647. }
  40648. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40649. /** @hidden */
  40650. export var shadowsVertex: {
  40651. name: string;
  40652. shader: string;
  40653. };
  40654. }
  40655. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40656. /** @hidden */
  40657. export var pointCloudVertex: {
  40658. name: string;
  40659. shader: string;
  40660. };
  40661. }
  40662. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40663. /** @hidden */
  40664. export var logDepthVertex: {
  40665. name: string;
  40666. shader: string;
  40667. };
  40668. }
  40669. declare module "babylonjs/Shaders/default.vertex" {
  40670. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40671. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40672. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40673. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40674. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40675. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40676. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40677. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40678. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40679. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40680. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40681. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40682. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40683. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40684. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40685. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40686. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40687. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40688. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40689. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40690. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40691. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40692. /** @hidden */
  40693. export var defaultVertexShader: {
  40694. name: string;
  40695. shader: string;
  40696. };
  40697. }
  40698. declare module "babylonjs/Materials/standardMaterial" {
  40699. import { SmartArray } from "babylonjs/Misc/smartArray";
  40700. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40701. import { Nullable } from "babylonjs/types";
  40702. import { Scene } from "babylonjs/scene";
  40703. import { Matrix } from "babylonjs/Maths/math.vector";
  40704. import { Color3 } from "babylonjs/Maths/math.color";
  40705. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40706. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40707. import { Mesh } from "babylonjs/Meshes/mesh";
  40708. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40709. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40710. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40711. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40712. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40713. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40714. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40715. import "babylonjs/Shaders/default.fragment";
  40716. import "babylonjs/Shaders/default.vertex";
  40717. /** @hidden */
  40718. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40719. MAINUV1: boolean;
  40720. MAINUV2: boolean;
  40721. DIFFUSE: boolean;
  40722. DIFFUSEDIRECTUV: number;
  40723. AMBIENT: boolean;
  40724. AMBIENTDIRECTUV: number;
  40725. OPACITY: boolean;
  40726. OPACITYDIRECTUV: number;
  40727. OPACITYRGB: boolean;
  40728. REFLECTION: boolean;
  40729. EMISSIVE: boolean;
  40730. EMISSIVEDIRECTUV: number;
  40731. SPECULAR: boolean;
  40732. SPECULARDIRECTUV: number;
  40733. BUMP: boolean;
  40734. BUMPDIRECTUV: number;
  40735. PARALLAX: boolean;
  40736. PARALLAXOCCLUSION: boolean;
  40737. SPECULAROVERALPHA: boolean;
  40738. CLIPPLANE: boolean;
  40739. CLIPPLANE2: boolean;
  40740. CLIPPLANE3: boolean;
  40741. CLIPPLANE4: boolean;
  40742. ALPHATEST: boolean;
  40743. DEPTHPREPASS: boolean;
  40744. ALPHAFROMDIFFUSE: boolean;
  40745. POINTSIZE: boolean;
  40746. FOG: boolean;
  40747. SPECULARTERM: boolean;
  40748. DIFFUSEFRESNEL: boolean;
  40749. OPACITYFRESNEL: boolean;
  40750. REFLECTIONFRESNEL: boolean;
  40751. REFRACTIONFRESNEL: boolean;
  40752. EMISSIVEFRESNEL: boolean;
  40753. FRESNEL: boolean;
  40754. NORMAL: boolean;
  40755. UV1: boolean;
  40756. UV2: boolean;
  40757. VERTEXCOLOR: boolean;
  40758. VERTEXALPHA: boolean;
  40759. NUM_BONE_INFLUENCERS: number;
  40760. BonesPerMesh: number;
  40761. BONETEXTURE: boolean;
  40762. INSTANCES: boolean;
  40763. GLOSSINESS: boolean;
  40764. ROUGHNESS: boolean;
  40765. EMISSIVEASILLUMINATION: boolean;
  40766. LINKEMISSIVEWITHDIFFUSE: boolean;
  40767. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40768. LIGHTMAP: boolean;
  40769. LIGHTMAPDIRECTUV: number;
  40770. OBJECTSPACE_NORMALMAP: boolean;
  40771. USELIGHTMAPASSHADOWMAP: boolean;
  40772. REFLECTIONMAP_3D: boolean;
  40773. REFLECTIONMAP_SPHERICAL: boolean;
  40774. REFLECTIONMAP_PLANAR: boolean;
  40775. REFLECTIONMAP_CUBIC: boolean;
  40776. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40777. REFLECTIONMAP_PROJECTION: boolean;
  40778. REFLECTIONMAP_SKYBOX: boolean;
  40779. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40780. REFLECTIONMAP_EXPLICIT: boolean;
  40781. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40782. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40783. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40784. INVERTCUBICMAP: boolean;
  40785. LOGARITHMICDEPTH: boolean;
  40786. REFRACTION: boolean;
  40787. REFRACTIONMAP_3D: boolean;
  40788. REFLECTIONOVERALPHA: boolean;
  40789. TWOSIDEDLIGHTING: boolean;
  40790. SHADOWFLOAT: boolean;
  40791. MORPHTARGETS: boolean;
  40792. MORPHTARGETS_NORMAL: boolean;
  40793. MORPHTARGETS_TANGENT: boolean;
  40794. MORPHTARGETS_UV: boolean;
  40795. NUM_MORPH_INFLUENCERS: number;
  40796. NONUNIFORMSCALING: boolean;
  40797. PREMULTIPLYALPHA: boolean;
  40798. IMAGEPROCESSING: boolean;
  40799. VIGNETTE: boolean;
  40800. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40801. VIGNETTEBLENDMODEOPAQUE: boolean;
  40802. TONEMAPPING: boolean;
  40803. TONEMAPPING_ACES: boolean;
  40804. CONTRAST: boolean;
  40805. COLORCURVES: boolean;
  40806. COLORGRADING: boolean;
  40807. COLORGRADING3D: boolean;
  40808. SAMPLER3DGREENDEPTH: boolean;
  40809. SAMPLER3DBGRMAP: boolean;
  40810. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40811. MULTIVIEW: boolean;
  40812. /**
  40813. * If the reflection texture on this material is in linear color space
  40814. * @hidden
  40815. */
  40816. IS_REFLECTION_LINEAR: boolean;
  40817. /**
  40818. * If the refraction texture on this material is in linear color space
  40819. * @hidden
  40820. */
  40821. IS_REFRACTION_LINEAR: boolean;
  40822. EXPOSURE: boolean;
  40823. constructor();
  40824. setReflectionMode(modeToEnable: string): void;
  40825. }
  40826. /**
  40827. * This is the default material used in Babylon. It is the best trade off between quality
  40828. * and performances.
  40829. * @see http://doc.babylonjs.com/babylon101/materials
  40830. */
  40831. export class StandardMaterial extends PushMaterial {
  40832. private _diffuseTexture;
  40833. /**
  40834. * The basic texture of the material as viewed under a light.
  40835. */
  40836. diffuseTexture: Nullable<BaseTexture>;
  40837. private _ambientTexture;
  40838. /**
  40839. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40840. */
  40841. ambientTexture: Nullable<BaseTexture>;
  40842. private _opacityTexture;
  40843. /**
  40844. * Define the transparency of the material from a texture.
  40845. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40846. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40847. */
  40848. opacityTexture: Nullable<BaseTexture>;
  40849. private _reflectionTexture;
  40850. /**
  40851. * Define the texture used to display the reflection.
  40852. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40853. */
  40854. reflectionTexture: Nullable<BaseTexture>;
  40855. private _emissiveTexture;
  40856. /**
  40857. * Define texture of the material as if self lit.
  40858. * This will be mixed in the final result even in the absence of light.
  40859. */
  40860. emissiveTexture: Nullable<BaseTexture>;
  40861. private _specularTexture;
  40862. /**
  40863. * Define how the color and intensity of the highlight given by the light in the material.
  40864. */
  40865. specularTexture: Nullable<BaseTexture>;
  40866. private _bumpTexture;
  40867. /**
  40868. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40869. * 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.
  40870. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40871. */
  40872. bumpTexture: Nullable<BaseTexture>;
  40873. private _lightmapTexture;
  40874. /**
  40875. * Complex lighting can be computationally expensive to compute at runtime.
  40876. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40877. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40878. */
  40879. lightmapTexture: Nullable<BaseTexture>;
  40880. private _refractionTexture;
  40881. /**
  40882. * Define the texture used to display the refraction.
  40883. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40884. */
  40885. refractionTexture: Nullable<BaseTexture>;
  40886. /**
  40887. * The color of the material lit by the environmental background lighting.
  40888. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40889. */
  40890. ambientColor: Color3;
  40891. /**
  40892. * The basic color of the material as viewed under a light.
  40893. */
  40894. diffuseColor: Color3;
  40895. /**
  40896. * Define how the color and intensity of the highlight given by the light in the material.
  40897. */
  40898. specularColor: Color3;
  40899. /**
  40900. * Define the color of the material as if self lit.
  40901. * This will be mixed in the final result even in the absence of light.
  40902. */
  40903. emissiveColor: Color3;
  40904. /**
  40905. * Defines how sharp are the highlights in the material.
  40906. * The bigger the value the sharper giving a more glossy feeling to the result.
  40907. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  40908. */
  40909. specularPower: number;
  40910. private _useAlphaFromDiffuseTexture;
  40911. /**
  40912. * Does the transparency come from the diffuse texture alpha channel.
  40913. */
  40914. useAlphaFromDiffuseTexture: boolean;
  40915. private _useEmissiveAsIllumination;
  40916. /**
  40917. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  40918. */
  40919. useEmissiveAsIllumination: boolean;
  40920. private _linkEmissiveWithDiffuse;
  40921. /**
  40922. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  40923. * the emissive level when the final color is close to one.
  40924. */
  40925. linkEmissiveWithDiffuse: boolean;
  40926. private _useSpecularOverAlpha;
  40927. /**
  40928. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  40929. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  40930. */
  40931. useSpecularOverAlpha: boolean;
  40932. private _useReflectionOverAlpha;
  40933. /**
  40934. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  40935. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  40936. */
  40937. useReflectionOverAlpha: boolean;
  40938. private _disableLighting;
  40939. /**
  40940. * Does lights from the scene impacts this material.
  40941. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  40942. */
  40943. disableLighting: boolean;
  40944. private _useObjectSpaceNormalMap;
  40945. /**
  40946. * Allows using an object space normal map (instead of tangent space).
  40947. */
  40948. useObjectSpaceNormalMap: boolean;
  40949. private _useParallax;
  40950. /**
  40951. * Is parallax enabled or not.
  40952. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40953. */
  40954. useParallax: boolean;
  40955. private _useParallaxOcclusion;
  40956. /**
  40957. * Is parallax occlusion enabled or not.
  40958. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  40959. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40960. */
  40961. useParallaxOcclusion: boolean;
  40962. /**
  40963. * 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.
  40964. */
  40965. parallaxScaleBias: number;
  40966. private _roughness;
  40967. /**
  40968. * Helps to define how blurry the reflections should appears in the material.
  40969. */
  40970. roughness: number;
  40971. /**
  40972. * In case of refraction, define the value of the index of refraction.
  40973. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40974. */
  40975. indexOfRefraction: number;
  40976. /**
  40977. * Invert the refraction texture alongside the y axis.
  40978. * It can be useful with procedural textures or probe for instance.
  40979. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40980. */
  40981. invertRefractionY: boolean;
  40982. /**
  40983. * Defines the alpha limits in alpha test mode.
  40984. */
  40985. alphaCutOff: number;
  40986. private _useLightmapAsShadowmap;
  40987. /**
  40988. * In case of light mapping, define whether the map contains light or shadow informations.
  40989. */
  40990. useLightmapAsShadowmap: boolean;
  40991. private _diffuseFresnelParameters;
  40992. /**
  40993. * Define the diffuse fresnel parameters of the material.
  40994. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  40995. */
  40996. diffuseFresnelParameters: FresnelParameters;
  40997. private _opacityFresnelParameters;
  40998. /**
  40999. * Define the opacity fresnel parameters of the material.
  41000. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41001. */
  41002. opacityFresnelParameters: FresnelParameters;
  41003. private _reflectionFresnelParameters;
  41004. /**
  41005. * Define the reflection fresnel parameters of the material.
  41006. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41007. */
  41008. reflectionFresnelParameters: FresnelParameters;
  41009. private _refractionFresnelParameters;
  41010. /**
  41011. * Define the refraction fresnel parameters of the material.
  41012. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41013. */
  41014. refractionFresnelParameters: FresnelParameters;
  41015. private _emissiveFresnelParameters;
  41016. /**
  41017. * Define the emissive fresnel parameters of the material.
  41018. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41019. */
  41020. emissiveFresnelParameters: FresnelParameters;
  41021. private _useReflectionFresnelFromSpecular;
  41022. /**
  41023. * If true automatically deducts the fresnels values from the material specularity.
  41024. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41025. */
  41026. useReflectionFresnelFromSpecular: boolean;
  41027. private _useGlossinessFromSpecularMapAlpha;
  41028. /**
  41029. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41030. */
  41031. useGlossinessFromSpecularMapAlpha: boolean;
  41032. private _maxSimultaneousLights;
  41033. /**
  41034. * Defines the maximum number of lights that can be used in the material
  41035. */
  41036. maxSimultaneousLights: number;
  41037. private _invertNormalMapX;
  41038. /**
  41039. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41040. */
  41041. invertNormalMapX: boolean;
  41042. private _invertNormalMapY;
  41043. /**
  41044. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41045. */
  41046. invertNormalMapY: boolean;
  41047. private _twoSidedLighting;
  41048. /**
  41049. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41050. */
  41051. twoSidedLighting: boolean;
  41052. /**
  41053. * Default configuration related to image processing available in the standard Material.
  41054. */
  41055. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41056. /**
  41057. * Gets the image processing configuration used either in this material.
  41058. */
  41059. /**
  41060. * Sets the Default image processing configuration used either in the this material.
  41061. *
  41062. * If sets to null, the scene one is in use.
  41063. */
  41064. imageProcessingConfiguration: ImageProcessingConfiguration;
  41065. /**
  41066. * Keep track of the image processing observer to allow dispose and replace.
  41067. */
  41068. private _imageProcessingObserver;
  41069. /**
  41070. * Attaches a new image processing configuration to the Standard Material.
  41071. * @param configuration
  41072. */
  41073. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41074. /**
  41075. * Gets wether the color curves effect is enabled.
  41076. */
  41077. /**
  41078. * Sets wether the color curves effect is enabled.
  41079. */
  41080. cameraColorCurvesEnabled: boolean;
  41081. /**
  41082. * Gets wether the color grading effect is enabled.
  41083. */
  41084. /**
  41085. * Gets wether the color grading effect is enabled.
  41086. */
  41087. cameraColorGradingEnabled: boolean;
  41088. /**
  41089. * Gets wether tonemapping is enabled or not.
  41090. */
  41091. /**
  41092. * Sets wether tonemapping is enabled or not
  41093. */
  41094. cameraToneMappingEnabled: boolean;
  41095. /**
  41096. * The camera exposure used on this material.
  41097. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41098. * This corresponds to a photographic exposure.
  41099. */
  41100. /**
  41101. * The camera exposure used on this material.
  41102. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41103. * This corresponds to a photographic exposure.
  41104. */
  41105. cameraExposure: number;
  41106. /**
  41107. * Gets The camera contrast used on this material.
  41108. */
  41109. /**
  41110. * Sets The camera contrast used on this material.
  41111. */
  41112. cameraContrast: number;
  41113. /**
  41114. * Gets the Color Grading 2D Lookup Texture.
  41115. */
  41116. /**
  41117. * Sets the Color Grading 2D Lookup Texture.
  41118. */
  41119. cameraColorGradingTexture: Nullable<BaseTexture>;
  41120. /**
  41121. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41122. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41123. * 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;
  41124. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41125. */
  41126. /**
  41127. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41128. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41129. * 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;
  41130. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41131. */
  41132. cameraColorCurves: Nullable<ColorCurves>;
  41133. /**
  41134. * Custom callback helping to override the default shader used in the material.
  41135. */
  41136. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41137. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41138. protected _worldViewProjectionMatrix: Matrix;
  41139. protected _globalAmbientColor: Color3;
  41140. protected _useLogarithmicDepth: boolean;
  41141. /**
  41142. * Instantiates a new standard material.
  41143. * This is the default material used in Babylon. It is the best trade off between quality
  41144. * and performances.
  41145. * @see http://doc.babylonjs.com/babylon101/materials
  41146. * @param name Define the name of the material in the scene
  41147. * @param scene Define the scene the material belong to
  41148. */
  41149. constructor(name: string, scene: Scene);
  41150. /**
  41151. * Gets a boolean indicating that current material needs to register RTT
  41152. */
  41153. readonly hasRenderTargetTextures: boolean;
  41154. /**
  41155. * Gets the current class name of the material e.g. "StandardMaterial"
  41156. * Mainly use in serialization.
  41157. * @returns the class name
  41158. */
  41159. getClassName(): string;
  41160. /**
  41161. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41162. * You can try switching to logarithmic depth.
  41163. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41164. */
  41165. useLogarithmicDepth: boolean;
  41166. /**
  41167. * Specifies if the material will require alpha blending
  41168. * @returns a boolean specifying if alpha blending is needed
  41169. */
  41170. needAlphaBlending(): boolean;
  41171. /**
  41172. * Specifies if this material should be rendered in alpha test mode
  41173. * @returns a boolean specifying if an alpha test is needed.
  41174. */
  41175. needAlphaTesting(): boolean;
  41176. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41177. /**
  41178. * Get the texture used for alpha test purpose.
  41179. * @returns the diffuse texture in case of the standard material.
  41180. */
  41181. getAlphaTestTexture(): Nullable<BaseTexture>;
  41182. /**
  41183. * Get if the submesh is ready to be used and all its information available.
  41184. * Child classes can use it to update shaders
  41185. * @param mesh defines the mesh to check
  41186. * @param subMesh defines which submesh to check
  41187. * @param useInstances specifies that instances should be used
  41188. * @returns a boolean indicating that the submesh is ready or not
  41189. */
  41190. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41191. /**
  41192. * Builds the material UBO layouts.
  41193. * Used internally during the effect preparation.
  41194. */
  41195. buildUniformLayout(): void;
  41196. /**
  41197. * Unbinds the material from the mesh
  41198. */
  41199. unbind(): void;
  41200. /**
  41201. * Binds the submesh to this material by preparing the effect and shader to draw
  41202. * @param world defines the world transformation matrix
  41203. * @param mesh defines the mesh containing the submesh
  41204. * @param subMesh defines the submesh to bind the material to
  41205. */
  41206. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41207. /**
  41208. * Get the list of animatables in the material.
  41209. * @returns the list of animatables object used in the material
  41210. */
  41211. getAnimatables(): IAnimatable[];
  41212. /**
  41213. * Gets the active textures from the material
  41214. * @returns an array of textures
  41215. */
  41216. getActiveTextures(): BaseTexture[];
  41217. /**
  41218. * Specifies if the material uses a texture
  41219. * @param texture defines the texture to check against the material
  41220. * @returns a boolean specifying if the material uses the texture
  41221. */
  41222. hasTexture(texture: BaseTexture): boolean;
  41223. /**
  41224. * Disposes the material
  41225. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41226. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41227. */
  41228. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41229. /**
  41230. * Makes a duplicate of the material, and gives it a new name
  41231. * @param name defines the new name for the duplicated material
  41232. * @returns the cloned material
  41233. */
  41234. clone(name: string): StandardMaterial;
  41235. /**
  41236. * Serializes this material in a JSON representation
  41237. * @returns the serialized material object
  41238. */
  41239. serialize(): any;
  41240. /**
  41241. * Creates a standard material from parsed material data
  41242. * @param source defines the JSON representation of the material
  41243. * @param scene defines the hosting scene
  41244. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41245. * @returns a new standard material
  41246. */
  41247. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41248. /**
  41249. * Are diffuse textures enabled in the application.
  41250. */
  41251. static DiffuseTextureEnabled: boolean;
  41252. /**
  41253. * Are ambient textures enabled in the application.
  41254. */
  41255. static AmbientTextureEnabled: boolean;
  41256. /**
  41257. * Are opacity textures enabled in the application.
  41258. */
  41259. static OpacityTextureEnabled: boolean;
  41260. /**
  41261. * Are reflection textures enabled in the application.
  41262. */
  41263. static ReflectionTextureEnabled: boolean;
  41264. /**
  41265. * Are emissive textures enabled in the application.
  41266. */
  41267. static EmissiveTextureEnabled: boolean;
  41268. /**
  41269. * Are specular textures enabled in the application.
  41270. */
  41271. static SpecularTextureEnabled: boolean;
  41272. /**
  41273. * Are bump textures enabled in the application.
  41274. */
  41275. static BumpTextureEnabled: boolean;
  41276. /**
  41277. * Are lightmap textures enabled in the application.
  41278. */
  41279. static LightmapTextureEnabled: boolean;
  41280. /**
  41281. * Are refraction textures enabled in the application.
  41282. */
  41283. static RefractionTextureEnabled: boolean;
  41284. /**
  41285. * Are color grading textures enabled in the application.
  41286. */
  41287. static ColorGradingTextureEnabled: boolean;
  41288. /**
  41289. * Are fresnels enabled in the application.
  41290. */
  41291. static FresnelEnabled: boolean;
  41292. }
  41293. }
  41294. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41295. import { Scene } from "babylonjs/scene";
  41296. import { Texture } from "babylonjs/Materials/Textures/texture";
  41297. /**
  41298. * A class extending Texture allowing drawing on a texture
  41299. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41300. */
  41301. export class DynamicTexture extends Texture {
  41302. private _generateMipMaps;
  41303. private _canvas;
  41304. private _context;
  41305. private _engine;
  41306. /**
  41307. * Creates a DynamicTexture
  41308. * @param name defines the name of the texture
  41309. * @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
  41310. * @param scene defines the scene where you want the texture
  41311. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41312. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41313. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41314. */
  41315. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41316. /**
  41317. * Get the current class name of the texture useful for serialization or dynamic coding.
  41318. * @returns "DynamicTexture"
  41319. */
  41320. getClassName(): string;
  41321. /**
  41322. * Gets the current state of canRescale
  41323. */
  41324. readonly canRescale: boolean;
  41325. private _recreate;
  41326. /**
  41327. * Scales the texture
  41328. * @param ratio the scale factor to apply to both width and height
  41329. */
  41330. scale(ratio: number): void;
  41331. /**
  41332. * Resizes the texture
  41333. * @param width the new width
  41334. * @param height the new height
  41335. */
  41336. scaleTo(width: number, height: number): void;
  41337. /**
  41338. * Gets the context of the canvas used by the texture
  41339. * @returns the canvas context of the dynamic texture
  41340. */
  41341. getContext(): CanvasRenderingContext2D;
  41342. /**
  41343. * Clears the texture
  41344. */
  41345. clear(): void;
  41346. /**
  41347. * Updates the texture
  41348. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41349. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41350. */
  41351. update(invertY?: boolean, premulAlpha?: boolean): void;
  41352. /**
  41353. * Draws text onto the texture
  41354. * @param text defines the text to be drawn
  41355. * @param x defines the placement of the text from the left
  41356. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41357. * @param font defines the font to be used with font-style, font-size, font-name
  41358. * @param color defines the color used for the text
  41359. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41360. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41361. * @param update defines whether texture is immediately update (default is true)
  41362. */
  41363. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41364. /**
  41365. * Clones the texture
  41366. * @returns the clone of the texture.
  41367. */
  41368. clone(): DynamicTexture;
  41369. /**
  41370. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41371. * @returns a serialized dynamic texture object
  41372. */
  41373. serialize(): any;
  41374. /** @hidden */
  41375. _rebuild(): void;
  41376. }
  41377. }
  41378. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41379. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41380. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41381. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41382. /** @hidden */
  41383. export var imageProcessingPixelShader: {
  41384. name: string;
  41385. shader: string;
  41386. };
  41387. }
  41388. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41389. import { Nullable } from "babylonjs/types";
  41390. import { Color4 } from "babylonjs/Maths/math.color";
  41391. import { Camera } from "babylonjs/Cameras/camera";
  41392. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41393. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41394. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41395. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41396. import { Engine } from "babylonjs/Engines/engine";
  41397. import "babylonjs/Shaders/imageProcessing.fragment";
  41398. import "babylonjs/Shaders/postprocess.vertex";
  41399. /**
  41400. * ImageProcessingPostProcess
  41401. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41402. */
  41403. export class ImageProcessingPostProcess extends PostProcess {
  41404. /**
  41405. * Default configuration related to image processing available in the PBR Material.
  41406. */
  41407. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41408. /**
  41409. * Gets the image processing configuration used either in this material.
  41410. */
  41411. /**
  41412. * Sets the Default image processing configuration used either in the this material.
  41413. *
  41414. * If sets to null, the scene one is in use.
  41415. */
  41416. imageProcessingConfiguration: ImageProcessingConfiguration;
  41417. /**
  41418. * Keep track of the image processing observer to allow dispose and replace.
  41419. */
  41420. private _imageProcessingObserver;
  41421. /**
  41422. * Attaches a new image processing configuration to the PBR Material.
  41423. * @param configuration
  41424. */
  41425. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41426. /**
  41427. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41428. */
  41429. /**
  41430. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41431. */
  41432. colorCurves: Nullable<ColorCurves>;
  41433. /**
  41434. * Gets wether the color curves effect is enabled.
  41435. */
  41436. /**
  41437. * Sets wether the color curves effect is enabled.
  41438. */
  41439. colorCurvesEnabled: boolean;
  41440. /**
  41441. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41442. */
  41443. /**
  41444. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41445. */
  41446. colorGradingTexture: Nullable<BaseTexture>;
  41447. /**
  41448. * Gets wether the color grading effect is enabled.
  41449. */
  41450. /**
  41451. * Gets wether the color grading effect is enabled.
  41452. */
  41453. colorGradingEnabled: boolean;
  41454. /**
  41455. * Gets exposure used in the effect.
  41456. */
  41457. /**
  41458. * Sets exposure used in the effect.
  41459. */
  41460. exposure: number;
  41461. /**
  41462. * Gets wether tonemapping is enabled or not.
  41463. */
  41464. /**
  41465. * Sets wether tonemapping is enabled or not
  41466. */
  41467. toneMappingEnabled: boolean;
  41468. /**
  41469. * Gets the type of tone mapping effect.
  41470. */
  41471. /**
  41472. * Sets the type of tone mapping effect.
  41473. */
  41474. toneMappingType: number;
  41475. /**
  41476. * Gets contrast used in the effect.
  41477. */
  41478. /**
  41479. * Sets contrast used in the effect.
  41480. */
  41481. contrast: number;
  41482. /**
  41483. * Gets Vignette stretch size.
  41484. */
  41485. /**
  41486. * Sets Vignette stretch size.
  41487. */
  41488. vignetteStretch: number;
  41489. /**
  41490. * Gets Vignette centre X Offset.
  41491. */
  41492. /**
  41493. * Sets Vignette centre X Offset.
  41494. */
  41495. vignetteCentreX: number;
  41496. /**
  41497. * Gets Vignette centre Y Offset.
  41498. */
  41499. /**
  41500. * Sets Vignette centre Y Offset.
  41501. */
  41502. vignetteCentreY: number;
  41503. /**
  41504. * Gets Vignette weight or intensity of the vignette effect.
  41505. */
  41506. /**
  41507. * Sets Vignette weight or intensity of the vignette effect.
  41508. */
  41509. vignetteWeight: number;
  41510. /**
  41511. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41512. * if vignetteEnabled is set to true.
  41513. */
  41514. /**
  41515. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41516. * if vignetteEnabled is set to true.
  41517. */
  41518. vignetteColor: Color4;
  41519. /**
  41520. * Gets Camera field of view used by the Vignette effect.
  41521. */
  41522. /**
  41523. * Sets Camera field of view used by the Vignette effect.
  41524. */
  41525. vignetteCameraFov: number;
  41526. /**
  41527. * Gets the vignette blend mode allowing different kind of effect.
  41528. */
  41529. /**
  41530. * Sets the vignette blend mode allowing different kind of effect.
  41531. */
  41532. vignetteBlendMode: number;
  41533. /**
  41534. * Gets wether the vignette effect is enabled.
  41535. */
  41536. /**
  41537. * Sets wether the vignette effect is enabled.
  41538. */
  41539. vignetteEnabled: boolean;
  41540. private _fromLinearSpace;
  41541. /**
  41542. * Gets wether the input of the processing is in Gamma or Linear Space.
  41543. */
  41544. /**
  41545. * Sets wether the input of the processing is in Gamma or Linear Space.
  41546. */
  41547. fromLinearSpace: boolean;
  41548. /**
  41549. * Defines cache preventing GC.
  41550. */
  41551. private _defines;
  41552. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41553. /**
  41554. * "ImageProcessingPostProcess"
  41555. * @returns "ImageProcessingPostProcess"
  41556. */
  41557. getClassName(): string;
  41558. protected _updateParameters(): void;
  41559. dispose(camera?: Camera): void;
  41560. }
  41561. }
  41562. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41563. import { Scene } from "babylonjs/scene";
  41564. import { Color3 } from "babylonjs/Maths/math.color";
  41565. import { Mesh } from "babylonjs/Meshes/mesh";
  41566. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41567. import { Nullable } from "babylonjs/types";
  41568. /**
  41569. * Class containing static functions to help procedurally build meshes
  41570. */
  41571. export class GroundBuilder {
  41572. /**
  41573. * Creates a ground mesh
  41574. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41575. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41577. * @param name defines the name of the mesh
  41578. * @param options defines the options used to create the mesh
  41579. * @param scene defines the hosting scene
  41580. * @returns the ground mesh
  41581. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41582. */
  41583. static CreateGround(name: string, options: {
  41584. width?: number;
  41585. height?: number;
  41586. subdivisions?: number;
  41587. subdivisionsX?: number;
  41588. subdivisionsY?: number;
  41589. updatable?: boolean;
  41590. }, scene: any): Mesh;
  41591. /**
  41592. * Creates a tiled ground mesh
  41593. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41594. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41595. * * 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
  41596. * * 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
  41597. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41598. * @param name defines the name of the mesh
  41599. * @param options defines the options used to create the mesh
  41600. * @param scene defines the hosting scene
  41601. * @returns the tiled ground mesh
  41602. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41603. */
  41604. static CreateTiledGround(name: string, options: {
  41605. xmin: number;
  41606. zmin: number;
  41607. xmax: number;
  41608. zmax: number;
  41609. subdivisions?: {
  41610. w: number;
  41611. h: number;
  41612. };
  41613. precision?: {
  41614. w: number;
  41615. h: number;
  41616. };
  41617. updatable?: boolean;
  41618. }, scene?: Nullable<Scene>): Mesh;
  41619. /**
  41620. * Creates a ground mesh from a height map
  41621. * * The parameter `url` sets the URL of the height map image resource.
  41622. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41623. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41624. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41625. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41626. * * 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.
  41627. * * 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).
  41628. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41629. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41630. * @param name defines the name of the mesh
  41631. * @param url defines the url to the height map
  41632. * @param options defines the options used to create the mesh
  41633. * @param scene defines the hosting scene
  41634. * @returns the ground mesh
  41635. * @see https://doc.babylonjs.com/babylon101/height_map
  41636. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41637. */
  41638. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41639. width?: number;
  41640. height?: number;
  41641. subdivisions?: number;
  41642. minHeight?: number;
  41643. maxHeight?: number;
  41644. colorFilter?: Color3;
  41645. alphaFilter?: number;
  41646. updatable?: boolean;
  41647. onReady?: (mesh: GroundMesh) => void;
  41648. }, scene?: Nullable<Scene>): GroundMesh;
  41649. }
  41650. }
  41651. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41652. import { Vector4 } from "babylonjs/Maths/math.vector";
  41653. import { Mesh } from "babylonjs/Meshes/mesh";
  41654. /**
  41655. * Class containing static functions to help procedurally build meshes
  41656. */
  41657. export class TorusBuilder {
  41658. /**
  41659. * Creates a torus mesh
  41660. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41661. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41662. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41663. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41664. * * If you create a double-sided mesh, you can choose what parts of 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
  41665. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41666. * @param name defines the name of the mesh
  41667. * @param options defines the options used to create the mesh
  41668. * @param scene defines the hosting scene
  41669. * @returns the torus mesh
  41670. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41671. */
  41672. static CreateTorus(name: string, options: {
  41673. diameter?: number;
  41674. thickness?: number;
  41675. tessellation?: number;
  41676. updatable?: boolean;
  41677. sideOrientation?: number;
  41678. frontUVs?: Vector4;
  41679. backUVs?: Vector4;
  41680. }, scene: any): Mesh;
  41681. }
  41682. }
  41683. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41684. import { Vector4 } from "babylonjs/Maths/math.vector";
  41685. import { Color4 } from "babylonjs/Maths/math.color";
  41686. import { Mesh } from "babylonjs/Meshes/mesh";
  41687. /**
  41688. * Class containing static functions to help procedurally build meshes
  41689. */
  41690. export class CylinderBuilder {
  41691. /**
  41692. * Creates a cylinder or a cone mesh
  41693. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41694. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41695. * * 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.
  41696. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41697. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41698. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41699. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41700. * * 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).
  41701. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41702. * * 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).
  41703. * * 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
  41704. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41705. * * 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
  41706. * * 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.
  41707. * * If `enclose` is false, a ring surface is one element.
  41708. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41709. * * 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
  41710. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41711. * * If you create a double-sided mesh, you can choose what parts of 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
  41712. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41713. * @param name defines the name of the mesh
  41714. * @param options defines the options used to create the mesh
  41715. * @param scene defines the hosting scene
  41716. * @returns the cylinder mesh
  41717. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41718. */
  41719. static CreateCylinder(name: string, options: {
  41720. height?: number;
  41721. diameterTop?: number;
  41722. diameterBottom?: number;
  41723. diameter?: number;
  41724. tessellation?: number;
  41725. subdivisions?: number;
  41726. arc?: number;
  41727. faceColors?: Color4[];
  41728. faceUV?: Vector4[];
  41729. updatable?: boolean;
  41730. hasRings?: boolean;
  41731. enclose?: boolean;
  41732. cap?: number;
  41733. sideOrientation?: number;
  41734. frontUVs?: Vector4;
  41735. backUVs?: Vector4;
  41736. }, scene: any): Mesh;
  41737. }
  41738. }
  41739. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41740. import { Observable } from "babylonjs/Misc/observable";
  41741. import { Nullable } from "babylonjs/types";
  41742. import { Camera } from "babylonjs/Cameras/camera";
  41743. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41744. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41745. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41746. import { Scene } from "babylonjs/scene";
  41747. import { Vector3 } from "babylonjs/Maths/math.vector";
  41748. import { Color3 } from "babylonjs/Maths/math.color";
  41749. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41750. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41751. import { Mesh } from "babylonjs/Meshes/mesh";
  41752. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41753. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41754. import "babylonjs/Meshes/Builders/groundBuilder";
  41755. import "babylonjs/Meshes/Builders/torusBuilder";
  41756. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41757. import "babylonjs/Gamepads/gamepadSceneComponent";
  41758. import "babylonjs/Animations/animatable";
  41759. /**
  41760. * Options to modify the vr teleportation behavior.
  41761. */
  41762. export interface VRTeleportationOptions {
  41763. /**
  41764. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41765. */
  41766. floorMeshName?: string;
  41767. /**
  41768. * A list of meshes to be used as the teleportation floor. (default: empty)
  41769. */
  41770. floorMeshes?: Mesh[];
  41771. }
  41772. /**
  41773. * Options to modify the vr experience helper's behavior.
  41774. */
  41775. export interface VRExperienceHelperOptions extends WebVROptions {
  41776. /**
  41777. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41778. */
  41779. createDeviceOrientationCamera?: boolean;
  41780. /**
  41781. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41782. */
  41783. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41784. /**
  41785. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41786. */
  41787. laserToggle?: boolean;
  41788. /**
  41789. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41790. */
  41791. floorMeshes?: Mesh[];
  41792. /**
  41793. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41794. */
  41795. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41796. }
  41797. /**
  41798. * Event containing information after VR has been entered
  41799. */
  41800. export class OnAfterEnteringVRObservableEvent {
  41801. /**
  41802. * If entering vr was successful
  41803. */
  41804. success: boolean;
  41805. }
  41806. /**
  41807. * Helps to quickly add VR support to an existing scene.
  41808. * See http://doc.babylonjs.com/how_to/webvr_helper
  41809. */
  41810. export class VRExperienceHelper {
  41811. /** Options to modify the vr experience helper's behavior. */
  41812. webVROptions: VRExperienceHelperOptions;
  41813. private _scene;
  41814. private _position;
  41815. private _btnVR;
  41816. private _btnVRDisplayed;
  41817. private _webVRsupported;
  41818. private _webVRready;
  41819. private _webVRrequesting;
  41820. private _webVRpresenting;
  41821. private _hasEnteredVR;
  41822. private _fullscreenVRpresenting;
  41823. private _canvas;
  41824. private _webVRCamera;
  41825. private _vrDeviceOrientationCamera;
  41826. private _deviceOrientationCamera;
  41827. private _existingCamera;
  41828. private _onKeyDown;
  41829. private _onVrDisplayPresentChange;
  41830. private _onVRDisplayChanged;
  41831. private _onVRRequestPresentStart;
  41832. private _onVRRequestPresentComplete;
  41833. /**
  41834. * Observable raised right before entering VR.
  41835. */
  41836. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41837. /**
  41838. * Observable raised when entering VR has completed.
  41839. */
  41840. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41841. /**
  41842. * Observable raised when exiting VR.
  41843. */
  41844. onExitingVRObservable: Observable<VRExperienceHelper>;
  41845. /**
  41846. * Observable raised when controller mesh is loaded.
  41847. */
  41848. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41849. /** Return this.onEnteringVRObservable
  41850. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41851. */
  41852. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41853. /** Return this.onExitingVRObservable
  41854. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41855. */
  41856. readonly onExitingVR: Observable<VRExperienceHelper>;
  41857. /** Return this.onControllerMeshLoadedObservable
  41858. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41859. */
  41860. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41861. private _rayLength;
  41862. private _useCustomVRButton;
  41863. private _teleportationRequested;
  41864. private _teleportActive;
  41865. private _floorMeshName;
  41866. private _floorMeshesCollection;
  41867. private _rotationAllowed;
  41868. private _teleportBackwardsVector;
  41869. private _teleportationTarget;
  41870. private _isDefaultTeleportationTarget;
  41871. private _postProcessMove;
  41872. private _teleportationFillColor;
  41873. private _teleportationBorderColor;
  41874. private _rotationAngle;
  41875. private _haloCenter;
  41876. private _cameraGazer;
  41877. private _padSensibilityUp;
  41878. private _padSensibilityDown;
  41879. private _leftController;
  41880. private _rightController;
  41881. /**
  41882. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41883. */
  41884. onNewMeshSelected: Observable<AbstractMesh>;
  41885. /**
  41886. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  41887. */
  41888. onNewMeshPicked: Observable<PickingInfo>;
  41889. private _circleEase;
  41890. /**
  41891. * Observable raised before camera teleportation
  41892. */
  41893. onBeforeCameraTeleport: Observable<Vector3>;
  41894. /**
  41895. * Observable raised after camera teleportation
  41896. */
  41897. onAfterCameraTeleport: Observable<Vector3>;
  41898. /**
  41899. * Observable raised when current selected mesh gets unselected
  41900. */
  41901. onSelectedMeshUnselected: Observable<AbstractMesh>;
  41902. private _raySelectionPredicate;
  41903. /**
  41904. * To be optionaly changed by user to define custom ray selection
  41905. */
  41906. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  41907. /**
  41908. * To be optionaly changed by user to define custom selection logic (after ray selection)
  41909. */
  41910. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  41911. /**
  41912. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  41913. */
  41914. teleportationEnabled: boolean;
  41915. private _defaultHeight;
  41916. private _teleportationInitialized;
  41917. private _interactionsEnabled;
  41918. private _interactionsRequested;
  41919. private _displayGaze;
  41920. private _displayLaserPointer;
  41921. /**
  41922. * The mesh used to display where the user is going to teleport.
  41923. */
  41924. /**
  41925. * Sets the mesh to be used to display where the user is going to teleport.
  41926. */
  41927. teleportationTarget: Mesh;
  41928. /**
  41929. * 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
  41930. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  41931. * See http://doc.babylonjs.com/resources/baking_transformations
  41932. */
  41933. gazeTrackerMesh: Mesh;
  41934. /**
  41935. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  41936. */
  41937. updateGazeTrackerScale: boolean;
  41938. /**
  41939. * If the gaze trackers color should be updated when selecting meshes
  41940. */
  41941. updateGazeTrackerColor: boolean;
  41942. /**
  41943. * The gaze tracking mesh corresponding to the left controller
  41944. */
  41945. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  41946. /**
  41947. * The gaze tracking mesh corresponding to the right controller
  41948. */
  41949. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  41950. /**
  41951. * If the ray of the gaze should be displayed.
  41952. */
  41953. /**
  41954. * Sets if the ray of the gaze should be displayed.
  41955. */
  41956. displayGaze: boolean;
  41957. /**
  41958. * If the ray of the LaserPointer should be displayed.
  41959. */
  41960. /**
  41961. * Sets if the ray of the LaserPointer should be displayed.
  41962. */
  41963. displayLaserPointer: boolean;
  41964. /**
  41965. * The deviceOrientationCamera used as the camera when not in VR.
  41966. */
  41967. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  41968. /**
  41969. * Based on the current WebVR support, returns the current VR camera used.
  41970. */
  41971. readonly currentVRCamera: Nullable<Camera>;
  41972. /**
  41973. * The webVRCamera which is used when in VR.
  41974. */
  41975. readonly webVRCamera: WebVRFreeCamera;
  41976. /**
  41977. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  41978. */
  41979. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  41980. private readonly _teleportationRequestInitiated;
  41981. /**
  41982. * Defines wether or not Pointer lock should be requested when switching to
  41983. * full screen.
  41984. */
  41985. requestPointerLockOnFullScreen: boolean;
  41986. /**
  41987. * Instantiates a VRExperienceHelper.
  41988. * Helps to quickly add VR support to an existing scene.
  41989. * @param scene The scene the VRExperienceHelper belongs to.
  41990. * @param webVROptions Options to modify the vr experience helper's behavior.
  41991. */
  41992. constructor(scene: Scene,
  41993. /** Options to modify the vr experience helper's behavior. */
  41994. webVROptions?: VRExperienceHelperOptions);
  41995. private _onDefaultMeshLoaded;
  41996. private _onResize;
  41997. private _onFullscreenChange;
  41998. /**
  41999. * Gets a value indicating if we are currently in VR mode.
  42000. */
  42001. readonly isInVRMode: boolean;
  42002. private onVrDisplayPresentChange;
  42003. private onVRDisplayChanged;
  42004. private moveButtonToBottomRight;
  42005. private displayVRButton;
  42006. private updateButtonVisibility;
  42007. private _cachedAngularSensibility;
  42008. /**
  42009. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42010. * Otherwise, will use the fullscreen API.
  42011. */
  42012. enterVR(): void;
  42013. /**
  42014. * Attempt to exit VR, or fullscreen.
  42015. */
  42016. exitVR(): void;
  42017. /**
  42018. * The position of the vr experience helper.
  42019. */
  42020. /**
  42021. * Sets the position of the vr experience helper.
  42022. */
  42023. position: Vector3;
  42024. /**
  42025. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42026. */
  42027. enableInteractions(): void;
  42028. private readonly _noControllerIsActive;
  42029. private beforeRender;
  42030. private _isTeleportationFloor;
  42031. /**
  42032. * Adds a floor mesh to be used for teleportation.
  42033. * @param floorMesh the mesh to be used for teleportation.
  42034. */
  42035. addFloorMesh(floorMesh: Mesh): void;
  42036. /**
  42037. * Removes a floor mesh from being used for teleportation.
  42038. * @param floorMesh the mesh to be removed.
  42039. */
  42040. removeFloorMesh(floorMesh: Mesh): void;
  42041. /**
  42042. * Enables interactions and teleportation using the VR controllers and gaze.
  42043. * @param vrTeleportationOptions options to modify teleportation behavior.
  42044. */
  42045. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42046. private _onNewGamepadConnected;
  42047. private _tryEnableInteractionOnController;
  42048. private _onNewGamepadDisconnected;
  42049. private _enableInteractionOnController;
  42050. private _checkTeleportWithRay;
  42051. private _checkRotate;
  42052. private _checkTeleportBackwards;
  42053. private _enableTeleportationOnController;
  42054. private _createTeleportationCircles;
  42055. private _displayTeleportationTarget;
  42056. private _hideTeleportationTarget;
  42057. private _rotateCamera;
  42058. private _moveTeleportationSelectorTo;
  42059. private _workingVector;
  42060. private _workingQuaternion;
  42061. private _workingMatrix;
  42062. /**
  42063. * Teleports the users feet to the desired location
  42064. * @param location The location where the user's feet should be placed
  42065. */
  42066. teleportCamera(location: Vector3): void;
  42067. private _convertNormalToDirectionOfRay;
  42068. private _castRayAndSelectObject;
  42069. private _notifySelectedMeshUnselected;
  42070. /**
  42071. * Sets the color of the laser ray from the vr controllers.
  42072. * @param color new color for the ray.
  42073. */
  42074. changeLaserColor(color: Color3): void;
  42075. /**
  42076. * Sets the color of the ray from the vr headsets gaze.
  42077. * @param color new color for the ray.
  42078. */
  42079. changeGazeColor(color: Color3): void;
  42080. /**
  42081. * Exits VR and disposes of the vr experience helper
  42082. */
  42083. dispose(): void;
  42084. /**
  42085. * Gets the name of the VRExperienceHelper class
  42086. * @returns "VRExperienceHelper"
  42087. */
  42088. getClassName(): string;
  42089. }
  42090. }
  42091. declare module "babylonjs/Cameras/VR/index" {
  42092. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42093. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42094. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42095. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42096. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42097. export * from "babylonjs/Cameras/VR/webVRCamera";
  42098. }
  42099. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42100. import { Observable } from "babylonjs/Misc/observable";
  42101. import { Nullable } from "babylonjs/types";
  42102. import { IDisposable, Scene } from "babylonjs/scene";
  42103. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42104. /**
  42105. * Manages an XRSession to work with Babylon's engine
  42106. * @see https://doc.babylonjs.com/how_to/webxr
  42107. */
  42108. export class WebXRSessionManager implements IDisposable {
  42109. private scene;
  42110. /**
  42111. * Fires every time a new xrFrame arrives which can be used to update the camera
  42112. */
  42113. onXRFrameObservable: Observable<any>;
  42114. /**
  42115. * Fires when the xr session is ended either by the device or manually done
  42116. */
  42117. onXRSessionEnded: Observable<any>;
  42118. /**
  42119. * Underlying xr session
  42120. */
  42121. session: XRSession;
  42122. /**
  42123. * Type of reference space used when creating the session
  42124. */
  42125. referenceSpace: XRReferenceSpace;
  42126. /** @hidden */
  42127. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42128. /**
  42129. * Current XR frame
  42130. */
  42131. currentFrame: Nullable<XRFrame>;
  42132. private _xrNavigator;
  42133. private baseLayer;
  42134. /**
  42135. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42136. * @param scene The scene which the session should be created for
  42137. */
  42138. constructor(scene: Scene);
  42139. /**
  42140. * Initializes the manager
  42141. * After initialization enterXR can be called to start an XR session
  42142. * @returns Promise which resolves after it is initialized
  42143. */
  42144. initializeAsync(): Promise<void>;
  42145. /**
  42146. * Initializes an xr session
  42147. * @param xrSessionMode mode to initialize
  42148. * @returns a promise which will resolve once the session has been initialized
  42149. */
  42150. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42151. /**
  42152. * Sets the reference space on the xr session
  42153. * @param referenceSpace space to set
  42154. * @returns a promise that will resolve once the reference space has been set
  42155. */
  42156. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42157. /**
  42158. * Updates the render state of the session
  42159. * @param state state to set
  42160. * @returns a promise that resolves once the render state has been updated
  42161. */
  42162. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42163. /**
  42164. * Starts rendering to the xr layer
  42165. * @returns a promise that will resolve once rendering has started
  42166. */
  42167. startRenderingToXRAsync(): Promise<void>;
  42168. /**
  42169. * Stops the xrSession and restores the renderloop
  42170. * @returns Promise which resolves after it exits XR
  42171. */
  42172. exitXRAsync(): Promise<unknown>;
  42173. /**
  42174. * Checks if a session would be supported for the creation options specified
  42175. * @param sessionMode session mode to check if supported eg. immersive-vr
  42176. * @returns true if supported
  42177. */
  42178. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42179. /**
  42180. * @hidden
  42181. * Converts the render layer of xrSession to a render target
  42182. * @param session session to create render target for
  42183. * @param scene scene the new render target should be created for
  42184. */
  42185. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42186. /**
  42187. * Disposes of the session manager
  42188. */
  42189. dispose(): void;
  42190. }
  42191. }
  42192. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42193. import { Scene } from "babylonjs/scene";
  42194. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42195. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42196. /**
  42197. * WebXR Camera which holds the views for the xrSession
  42198. * @see https://doc.babylonjs.com/how_to/webxr
  42199. */
  42200. export class WebXRCamera extends FreeCamera {
  42201. private static _TmpMatrix;
  42202. /**
  42203. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42204. * @param name the name of the camera
  42205. * @param scene the scene to add the camera to
  42206. */
  42207. constructor(name: string, scene: Scene);
  42208. private _updateNumberOfRigCameras;
  42209. /** @hidden */
  42210. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42211. /**
  42212. * Updates the cameras position from the current pose information of the XR session
  42213. * @param xrSessionManager the session containing pose information
  42214. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42215. */
  42216. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42217. }
  42218. }
  42219. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42220. import { Nullable } from "babylonjs/types";
  42221. import { IDisposable } from "babylonjs/scene";
  42222. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42223. /**
  42224. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42225. */
  42226. export class WebXRManagedOutputCanvas implements IDisposable {
  42227. private helper;
  42228. private _canvas;
  42229. /**
  42230. * xrpresent context of the canvas which can be used to display/mirror xr content
  42231. */
  42232. canvasContext: WebGLRenderingContext;
  42233. /**
  42234. * xr layer for the canvas
  42235. */
  42236. xrLayer: Nullable<XRWebGLLayer>;
  42237. /**
  42238. * Initializes the xr layer for the session
  42239. * @param xrSession xr session
  42240. * @returns a promise that will resolve once the XR Layer has been created
  42241. */
  42242. initializeXRLayerAsync(xrSession: any): any;
  42243. /**
  42244. * Initializes the canvas to be added/removed upon entering/exiting xr
  42245. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42246. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42247. */
  42248. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42249. /**
  42250. * Disposes of the object
  42251. */
  42252. dispose(): void;
  42253. private _setManagedOutputCanvas;
  42254. private _addCanvas;
  42255. private _removeCanvas;
  42256. }
  42257. }
  42258. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42259. import { Observable } from "babylonjs/Misc/observable";
  42260. import { IDisposable, Scene } from "babylonjs/scene";
  42261. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42262. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42263. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42264. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42265. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42266. /**
  42267. * States of the webXR experience
  42268. */
  42269. export enum WebXRState {
  42270. /**
  42271. * Transitioning to being in XR mode
  42272. */
  42273. ENTERING_XR = 0,
  42274. /**
  42275. * Transitioning to non XR mode
  42276. */
  42277. EXITING_XR = 1,
  42278. /**
  42279. * In XR mode and presenting
  42280. */
  42281. IN_XR = 2,
  42282. /**
  42283. * Not entered XR mode
  42284. */
  42285. NOT_IN_XR = 3
  42286. }
  42287. /**
  42288. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42289. * @see https://doc.babylonjs.com/how_to/webxr
  42290. */
  42291. export class WebXRExperienceHelper implements IDisposable {
  42292. private scene;
  42293. /**
  42294. * 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
  42295. */
  42296. container: AbstractMesh;
  42297. /**
  42298. * Camera used to render xr content
  42299. */
  42300. camera: WebXRCamera;
  42301. /**
  42302. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42303. */
  42304. state: WebXRState;
  42305. private _setState;
  42306. private static _TmpVector;
  42307. /**
  42308. * Fires when the state of the experience helper has changed
  42309. */
  42310. onStateChangedObservable: Observable<WebXRState>;
  42311. /** Session manager used to keep track of xr session */
  42312. sessionManager: WebXRSessionManager;
  42313. private _nonVRCamera;
  42314. private _originalSceneAutoClear;
  42315. private _supported;
  42316. /**
  42317. * Creates the experience helper
  42318. * @param scene the scene to attach the experience helper to
  42319. * @returns a promise for the experience helper
  42320. */
  42321. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42322. /**
  42323. * Creates a WebXRExperienceHelper
  42324. * @param scene The scene the helper should be created in
  42325. */
  42326. private constructor();
  42327. /**
  42328. * Exits XR mode and returns the scene to its original state
  42329. * @returns promise that resolves after xr mode has exited
  42330. */
  42331. exitXRAsync(): Promise<unknown>;
  42332. /**
  42333. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42334. * @param sessionCreationOptions options for the XR session
  42335. * @param referenceSpaceType frame of reference of the XR session
  42336. * @param outputCanvas the output canvas that will be used to enter XR mode
  42337. * @returns promise that resolves after xr mode has entered
  42338. */
  42339. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42340. /**
  42341. * Updates the global position of the camera by moving the camera's container
  42342. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42343. * @param position The desired global position of the camera
  42344. */
  42345. setPositionOfCameraUsingContainer(position: Vector3): void;
  42346. /**
  42347. * Rotates the xr camera by rotating the camera's container around the camera's position
  42348. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42349. * @param rotation the desired quaternion rotation to apply to the camera
  42350. */
  42351. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42352. /**
  42353. * Disposes of the experience helper
  42354. */
  42355. dispose(): void;
  42356. }
  42357. }
  42358. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42359. import { Nullable } from "babylonjs/types";
  42360. import { Observable } from "babylonjs/Misc/observable";
  42361. import { IDisposable, Scene } from "babylonjs/scene";
  42362. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42363. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42364. /**
  42365. * Button which can be used to enter a different mode of XR
  42366. */
  42367. export class WebXREnterExitUIButton {
  42368. /** button element */
  42369. element: HTMLElement;
  42370. /** XR initialization options for the button */
  42371. sessionMode: XRSessionMode;
  42372. /** Reference space type */
  42373. referenceSpaceType: XRReferenceSpaceType;
  42374. /**
  42375. * Creates a WebXREnterExitUIButton
  42376. * @param element button element
  42377. * @param sessionMode XR initialization session mode
  42378. * @param referenceSpaceType the type of reference space to be used
  42379. */
  42380. constructor(
  42381. /** button element */
  42382. element: HTMLElement,
  42383. /** XR initialization options for the button */
  42384. sessionMode: XRSessionMode,
  42385. /** Reference space type */
  42386. referenceSpaceType: XRReferenceSpaceType);
  42387. /**
  42388. * Overwritable function which can be used to update the button's visuals when the state changes
  42389. * @param activeButton the current active button in the UI
  42390. */
  42391. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42392. }
  42393. /**
  42394. * Options to create the webXR UI
  42395. */
  42396. export class WebXREnterExitUIOptions {
  42397. /**
  42398. * Context to enter xr with
  42399. */
  42400. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42401. /**
  42402. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42403. */
  42404. customButtons?: Array<WebXREnterExitUIButton>;
  42405. }
  42406. /**
  42407. * UI to allow the user to enter/exit XR mode
  42408. */
  42409. export class WebXREnterExitUI implements IDisposable {
  42410. private scene;
  42411. private _overlay;
  42412. private _buttons;
  42413. private _activeButton;
  42414. /**
  42415. * Fired every time the active button is changed.
  42416. *
  42417. * When xr is entered via a button that launches xr that button will be the callback parameter
  42418. *
  42419. * When exiting xr the callback parameter will be null)
  42420. */
  42421. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42422. /**
  42423. * Creates UI to allow the user to enter/exit XR mode
  42424. * @param scene the scene to add the ui to
  42425. * @param helper the xr experience helper to enter/exit xr with
  42426. * @param options options to configure the UI
  42427. * @returns the created ui
  42428. */
  42429. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42430. private constructor();
  42431. private _updateButtons;
  42432. /**
  42433. * Disposes of the object
  42434. */
  42435. dispose(): void;
  42436. }
  42437. }
  42438. declare module "babylonjs/Cameras/XR/webXRController" {
  42439. import { Nullable } from "babylonjs/types";
  42440. import { Observable } from "babylonjs/Misc/observable";
  42441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42442. import { Ray } from "babylonjs/Culling/ray";
  42443. import { Scene } from "babylonjs/scene";
  42444. /**
  42445. * Represents an XR input
  42446. */
  42447. export class WebXRController {
  42448. private scene;
  42449. /** The underlying input source for the controller */
  42450. inputSource: XRInputSource;
  42451. private parentContainer;
  42452. /**
  42453. * 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
  42454. */
  42455. grip?: AbstractMesh;
  42456. /**
  42457. * Pointer which can be used to select objects or attach a visible laser to
  42458. */
  42459. pointer: AbstractMesh;
  42460. /**
  42461. * Event that fires when the controller is removed/disposed
  42462. */
  42463. onDisposeObservable: Observable<{}>;
  42464. private _tmpMatrix;
  42465. private _tmpQuaternion;
  42466. private _tmpVector;
  42467. /**
  42468. * Creates the controller
  42469. * @see https://doc.babylonjs.com/how_to/webxr
  42470. * @param scene the scene which the controller should be associated to
  42471. * @param inputSource the underlying input source for the controller
  42472. * @param parentContainer parent that the controller meshes should be children of
  42473. */
  42474. constructor(scene: Scene,
  42475. /** The underlying input source for the controller */
  42476. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42477. /**
  42478. * Updates the controller pose based on the given XRFrame
  42479. * @param xrFrame xr frame to update the pose with
  42480. * @param referenceSpace reference space to use
  42481. */
  42482. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42483. /**
  42484. * Gets a world space ray coming from the controller
  42485. * @param result the resulting ray
  42486. */
  42487. getWorldPointerRayToRef(result: Ray): void;
  42488. /**
  42489. * Disposes of the object
  42490. */
  42491. dispose(): void;
  42492. }
  42493. }
  42494. declare module "babylonjs/Cameras/XR/webXRInput" {
  42495. import { Observable } from "babylonjs/Misc/observable";
  42496. import { IDisposable } from "babylonjs/scene";
  42497. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42498. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42499. /**
  42500. * XR input used to track XR inputs such as controllers/rays
  42501. */
  42502. export class WebXRInput implements IDisposable {
  42503. /**
  42504. * Base experience the input listens to
  42505. */
  42506. baseExperience: WebXRExperienceHelper;
  42507. /**
  42508. * XR controllers being tracked
  42509. */
  42510. controllers: Array<WebXRController>;
  42511. private _frameObserver;
  42512. private _stateObserver;
  42513. /**
  42514. * Event when a controller has been connected/added
  42515. */
  42516. onControllerAddedObservable: Observable<WebXRController>;
  42517. /**
  42518. * Event when a controller has been removed/disconnected
  42519. */
  42520. onControllerRemovedObservable: Observable<WebXRController>;
  42521. /**
  42522. * Initializes the WebXRInput
  42523. * @param baseExperience experience helper which the input should be created for
  42524. */
  42525. constructor(
  42526. /**
  42527. * Base experience the input listens to
  42528. */
  42529. baseExperience: WebXRExperienceHelper);
  42530. private _onInputSourcesChange;
  42531. private _addAndRemoveControllers;
  42532. /**
  42533. * Disposes of the object
  42534. */
  42535. dispose(): void;
  42536. }
  42537. }
  42538. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42540. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42541. /**
  42542. * Enables teleportation
  42543. */
  42544. export class WebXRControllerTeleportation {
  42545. private _teleportationFillColor;
  42546. private _teleportationBorderColor;
  42547. private _tmpRay;
  42548. private _tmpVector;
  42549. /**
  42550. * Creates a WebXRControllerTeleportation
  42551. * @param input input manager to add teleportation to
  42552. * @param floorMeshes floormeshes which can be teleported to
  42553. */
  42554. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42555. }
  42556. }
  42557. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42558. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42559. /**
  42560. * Handles pointer input automatically for the pointer of XR controllers
  42561. */
  42562. export class WebXRControllerPointerSelection {
  42563. private static _idCounter;
  42564. private _tmpRay;
  42565. /**
  42566. * Creates a WebXRControllerPointerSelection
  42567. * @param input input manager to setup pointer selection
  42568. */
  42569. constructor(input: WebXRInput);
  42570. private _convertNormalToDirectionOfRay;
  42571. private _updatePointerDistance;
  42572. }
  42573. }
  42574. declare module "babylonjs/Loading/sceneLoader" {
  42575. import { Observable } from "babylonjs/Misc/observable";
  42576. import { Nullable } from "babylonjs/types";
  42577. import { Scene } from "babylonjs/scene";
  42578. import { Engine } from "babylonjs/Engines/engine";
  42579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42580. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42581. import { AssetContainer } from "babylonjs/assetContainer";
  42582. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42583. import { Skeleton } from "babylonjs/Bones/skeleton";
  42584. /**
  42585. * Class used to represent data loading progression
  42586. */
  42587. export class SceneLoaderProgressEvent {
  42588. /** defines if data length to load can be evaluated */
  42589. readonly lengthComputable: boolean;
  42590. /** defines the loaded data length */
  42591. readonly loaded: number;
  42592. /** defines the data length to load */
  42593. readonly total: number;
  42594. /**
  42595. * Create a new progress event
  42596. * @param lengthComputable defines if data length to load can be evaluated
  42597. * @param loaded defines the loaded data length
  42598. * @param total defines the data length to load
  42599. */
  42600. constructor(
  42601. /** defines if data length to load can be evaluated */
  42602. lengthComputable: boolean,
  42603. /** defines the loaded data length */
  42604. loaded: number,
  42605. /** defines the data length to load */
  42606. total: number);
  42607. /**
  42608. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42609. * @param event defines the source event
  42610. * @returns a new SceneLoaderProgressEvent
  42611. */
  42612. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42613. }
  42614. /**
  42615. * Interface used by SceneLoader plugins to define supported file extensions
  42616. */
  42617. export interface ISceneLoaderPluginExtensions {
  42618. /**
  42619. * Defines the list of supported extensions
  42620. */
  42621. [extension: string]: {
  42622. isBinary: boolean;
  42623. };
  42624. }
  42625. /**
  42626. * Interface used by SceneLoader plugin factory
  42627. */
  42628. export interface ISceneLoaderPluginFactory {
  42629. /**
  42630. * Defines the name of the factory
  42631. */
  42632. name: string;
  42633. /**
  42634. * Function called to create a new plugin
  42635. * @return the new plugin
  42636. */
  42637. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42638. /**
  42639. * Boolean indicating if the plugin can direct load specific data
  42640. */
  42641. canDirectLoad?: (data: string) => boolean;
  42642. }
  42643. /**
  42644. * Interface used to define a SceneLoader plugin
  42645. */
  42646. export interface ISceneLoaderPlugin {
  42647. /**
  42648. * The friendly name of this plugin.
  42649. */
  42650. name: string;
  42651. /**
  42652. * The file extensions supported by this plugin.
  42653. */
  42654. extensions: string | ISceneLoaderPluginExtensions;
  42655. /**
  42656. * Import meshes into a scene.
  42657. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42658. * @param scene The scene to import into
  42659. * @param data The data to import
  42660. * @param rootUrl The root url for scene and resources
  42661. * @param meshes The meshes array to import into
  42662. * @param particleSystems The particle systems array to import into
  42663. * @param skeletons The skeletons array to import into
  42664. * @param onError The callback when import fails
  42665. * @returns True if successful or false otherwise
  42666. */
  42667. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42668. /**
  42669. * Load into a scene.
  42670. * @param scene The scene to load into
  42671. * @param data The data to import
  42672. * @param rootUrl The root url for scene and resources
  42673. * @param onError The callback when import fails
  42674. * @returns true if successful or false otherwise
  42675. */
  42676. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42677. /**
  42678. * The callback that returns true if the data can be directly loaded.
  42679. */
  42680. canDirectLoad?: (data: string) => boolean;
  42681. /**
  42682. * The callback that allows custom handling of the root url based on the response url.
  42683. */
  42684. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42685. /**
  42686. * Load into an asset container.
  42687. * @param scene The scene to load into
  42688. * @param data The data to import
  42689. * @param rootUrl The root url for scene and resources
  42690. * @param onError The callback when import fails
  42691. * @returns The loaded asset container
  42692. */
  42693. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42694. }
  42695. /**
  42696. * Interface used to define an async SceneLoader plugin
  42697. */
  42698. export interface ISceneLoaderPluginAsync {
  42699. /**
  42700. * The friendly name of this plugin.
  42701. */
  42702. name: string;
  42703. /**
  42704. * The file extensions supported by this plugin.
  42705. */
  42706. extensions: string | ISceneLoaderPluginExtensions;
  42707. /**
  42708. * Import meshes into a scene.
  42709. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42710. * @param scene The scene to import into
  42711. * @param data The data to import
  42712. * @param rootUrl The root url for scene and resources
  42713. * @param onProgress The callback when the load progresses
  42714. * @param fileName Defines the name of the file to load
  42715. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42716. */
  42717. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42718. meshes: AbstractMesh[];
  42719. particleSystems: IParticleSystem[];
  42720. skeletons: Skeleton[];
  42721. animationGroups: AnimationGroup[];
  42722. }>;
  42723. /**
  42724. * Load into a scene.
  42725. * @param scene The scene to load into
  42726. * @param data The data to import
  42727. * @param rootUrl The root url for scene and resources
  42728. * @param onProgress The callback when the load progresses
  42729. * @param fileName Defines the name of the file to load
  42730. * @returns Nothing
  42731. */
  42732. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42733. /**
  42734. * The callback that returns true if the data can be directly loaded.
  42735. */
  42736. canDirectLoad?: (data: string) => boolean;
  42737. /**
  42738. * The callback that allows custom handling of the root url based on the response url.
  42739. */
  42740. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42741. /**
  42742. * Load into an asset container.
  42743. * @param scene The scene to load into
  42744. * @param data The data to import
  42745. * @param rootUrl The root url for scene and resources
  42746. * @param onProgress The callback when the load progresses
  42747. * @param fileName Defines the name of the file to load
  42748. * @returns The loaded asset container
  42749. */
  42750. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42751. }
  42752. /**
  42753. * Class used to load scene from various file formats using registered plugins
  42754. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42755. */
  42756. export class SceneLoader {
  42757. /**
  42758. * No logging while loading
  42759. */
  42760. static readonly NO_LOGGING: number;
  42761. /**
  42762. * Minimal logging while loading
  42763. */
  42764. static readonly MINIMAL_LOGGING: number;
  42765. /**
  42766. * Summary logging while loading
  42767. */
  42768. static readonly SUMMARY_LOGGING: number;
  42769. /**
  42770. * Detailled logging while loading
  42771. */
  42772. static readonly DETAILED_LOGGING: number;
  42773. /**
  42774. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42775. */
  42776. static ForceFullSceneLoadingForIncremental: boolean;
  42777. /**
  42778. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42779. */
  42780. static ShowLoadingScreen: boolean;
  42781. /**
  42782. * Defines the current logging level (while loading the scene)
  42783. * @ignorenaming
  42784. */
  42785. static loggingLevel: number;
  42786. /**
  42787. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42788. */
  42789. static CleanBoneMatrixWeights: boolean;
  42790. /**
  42791. * Event raised when a plugin is used to load a scene
  42792. */
  42793. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42794. private static _registeredPlugins;
  42795. private static _getDefaultPlugin;
  42796. private static _getPluginForExtension;
  42797. private static _getPluginForDirectLoad;
  42798. private static _getPluginForFilename;
  42799. private static _getDirectLoad;
  42800. private static _loadData;
  42801. private static _getFileInfo;
  42802. /**
  42803. * Gets a plugin that can load the given extension
  42804. * @param extension defines the extension to load
  42805. * @returns a plugin or null if none works
  42806. */
  42807. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42808. /**
  42809. * Gets a boolean indicating that the given extension can be loaded
  42810. * @param extension defines the extension to load
  42811. * @returns true if the extension is supported
  42812. */
  42813. static IsPluginForExtensionAvailable(extension: string): boolean;
  42814. /**
  42815. * Adds a new plugin to the list of registered plugins
  42816. * @param plugin defines the plugin to add
  42817. */
  42818. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42819. /**
  42820. * Import meshes into a scene
  42821. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42822. * @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)
  42823. * @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)
  42824. * @param scene the instance of BABYLON.Scene to append to
  42825. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42826. * @param onProgress a callback with a progress event for each file being loaded
  42827. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42828. * @param pluginExtension the extension used to determine the plugin
  42829. * @returns The loaded plugin
  42830. */
  42831. 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>;
  42832. /**
  42833. * Import meshes into a scene
  42834. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42835. * @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)
  42836. * @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)
  42837. * @param scene the instance of BABYLON.Scene to append to
  42838. * @param onProgress a callback with a progress event for each file being loaded
  42839. * @param pluginExtension the extension used to determine the plugin
  42840. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42841. */
  42842. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42843. meshes: AbstractMesh[];
  42844. particleSystems: IParticleSystem[];
  42845. skeletons: Skeleton[];
  42846. animationGroups: AnimationGroup[];
  42847. }>;
  42848. /**
  42849. * Load a scene
  42850. * @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)
  42851. * @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)
  42852. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42853. * @param onSuccess a callback with the scene when import succeeds
  42854. * @param onProgress a callback with a progress event for each file being loaded
  42855. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42856. * @param pluginExtension the extension used to determine the plugin
  42857. * @returns The loaded plugin
  42858. */
  42859. 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>;
  42860. /**
  42861. * Load a scene
  42862. * @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)
  42863. * @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)
  42864. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42865. * @param onProgress a callback with a progress event for each file being loaded
  42866. * @param pluginExtension the extension used to determine the plugin
  42867. * @returns The loaded scene
  42868. */
  42869. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42870. /**
  42871. * Append a scene
  42872. * @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)
  42873. * @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)
  42874. * @param scene is the instance of BABYLON.Scene to append to
  42875. * @param onSuccess a callback with the scene when import succeeds
  42876. * @param onProgress a callback with a progress event for each file being loaded
  42877. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42878. * @param pluginExtension the extension used to determine the plugin
  42879. * @returns The loaded plugin
  42880. */
  42881. 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>;
  42882. /**
  42883. * Append a scene
  42884. * @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)
  42885. * @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)
  42886. * @param scene is the instance of BABYLON.Scene to append to
  42887. * @param onProgress a callback with a progress event for each file being loaded
  42888. * @param pluginExtension the extension used to determine the plugin
  42889. * @returns The given scene
  42890. */
  42891. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42892. /**
  42893. * Load a scene into an asset container
  42894. * @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)
  42895. * @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)
  42896. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  42897. * @param onSuccess a callback with the scene when import succeeds
  42898. * @param onProgress a callback with a progress event for each file being loaded
  42899. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42900. * @param pluginExtension the extension used to determine the plugin
  42901. * @returns The loaded plugin
  42902. */
  42903. 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>;
  42904. /**
  42905. * Load a scene into an asset container
  42906. * @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)
  42907. * @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)
  42908. * @param scene is the instance of Scene to append to
  42909. * @param onProgress a callback with a progress event for each file being loaded
  42910. * @param pluginExtension the extension used to determine the plugin
  42911. * @returns The loaded asset container
  42912. */
  42913. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  42914. }
  42915. }
  42916. declare module "babylonjs/Gamepads/Controllers/genericController" {
  42917. import { Scene } from "babylonjs/scene";
  42918. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42919. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42920. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42921. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42922. /**
  42923. * Generic Controller
  42924. */
  42925. export class GenericController extends WebVRController {
  42926. /**
  42927. * Base Url for the controller model.
  42928. */
  42929. static readonly MODEL_BASE_URL: string;
  42930. /**
  42931. * File name for the controller model.
  42932. */
  42933. static readonly MODEL_FILENAME: string;
  42934. /**
  42935. * Creates a new GenericController from a gamepad
  42936. * @param vrGamepad the gamepad that the controller should be created from
  42937. */
  42938. constructor(vrGamepad: any);
  42939. /**
  42940. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42941. * @param scene scene in which to add meshes
  42942. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42943. */
  42944. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  42945. /**
  42946. * Called once for each button that changed state since the last frame
  42947. * @param buttonIdx Which button index changed
  42948. * @param state New state of the button
  42949. * @param changes Which properties on the state changed since last frame
  42950. */
  42951. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42952. }
  42953. }
  42954. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  42955. import { Observable } from "babylonjs/Misc/observable";
  42956. import { Scene } from "babylonjs/scene";
  42957. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42958. import { Ray } from "babylonjs/Culling/ray";
  42959. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42960. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42961. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42962. /**
  42963. * Defines the WindowsMotionController object that the state of the windows motion controller
  42964. */
  42965. export class WindowsMotionController extends WebVRController {
  42966. /**
  42967. * The base url used to load the left and right controller models
  42968. */
  42969. static MODEL_BASE_URL: string;
  42970. /**
  42971. * The name of the left controller model file
  42972. */
  42973. static MODEL_LEFT_FILENAME: string;
  42974. /**
  42975. * The name of the right controller model file
  42976. */
  42977. static MODEL_RIGHT_FILENAME: string;
  42978. /**
  42979. * The controller name prefix for this controller type
  42980. */
  42981. static readonly GAMEPAD_ID_PREFIX: string;
  42982. /**
  42983. * The controller id pattern for this controller type
  42984. */
  42985. private static readonly GAMEPAD_ID_PATTERN;
  42986. private _loadedMeshInfo;
  42987. private readonly _mapping;
  42988. /**
  42989. * Fired when the trackpad on this controller is clicked
  42990. */
  42991. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  42992. /**
  42993. * Fired when the trackpad on this controller is modified
  42994. */
  42995. onTrackpadValuesChangedObservable: Observable<StickValues>;
  42996. /**
  42997. * The current x and y values of this controller's trackpad
  42998. */
  42999. trackpad: StickValues;
  43000. /**
  43001. * Creates a new WindowsMotionController from a gamepad
  43002. * @param vrGamepad the gamepad that the controller should be created from
  43003. */
  43004. constructor(vrGamepad: any);
  43005. /**
  43006. * Fired when the trigger on this controller is modified
  43007. */
  43008. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43009. /**
  43010. * Fired when the menu button on this controller is modified
  43011. */
  43012. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43013. /**
  43014. * Fired when the grip button on this controller is modified
  43015. */
  43016. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43017. /**
  43018. * Fired when the thumbstick button on this controller is modified
  43019. */
  43020. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43021. /**
  43022. * Fired when the touchpad button on this controller is modified
  43023. */
  43024. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43025. /**
  43026. * Fired when the touchpad values on this controller are modified
  43027. */
  43028. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43029. private _updateTrackpad;
  43030. /**
  43031. * Called once per frame by the engine.
  43032. */
  43033. update(): void;
  43034. /**
  43035. * Called once for each button that changed state since the last frame
  43036. * @param buttonIdx Which button index changed
  43037. * @param state New state of the button
  43038. * @param changes Which properties on the state changed since last frame
  43039. */
  43040. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43041. /**
  43042. * Moves the buttons on the controller mesh based on their current state
  43043. * @param buttonName the name of the button to move
  43044. * @param buttonValue the value of the button which determines the buttons new position
  43045. */
  43046. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43047. /**
  43048. * Moves the axis on the controller mesh based on its current state
  43049. * @param axis the index of the axis
  43050. * @param axisValue the value of the axis which determines the meshes new position
  43051. * @hidden
  43052. */
  43053. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43054. /**
  43055. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43056. * @param scene scene in which to add meshes
  43057. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43058. */
  43059. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43060. /**
  43061. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43062. * can be transformed by button presses and axes values, based on this._mapping.
  43063. *
  43064. * @param scene scene in which the meshes exist
  43065. * @param meshes list of meshes that make up the controller model to process
  43066. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43067. */
  43068. private processModel;
  43069. private createMeshInfo;
  43070. /**
  43071. * Gets the ray of the controller in the direction the controller is pointing
  43072. * @param length the length the resulting ray should be
  43073. * @returns a ray in the direction the controller is pointing
  43074. */
  43075. getForwardRay(length?: number): Ray;
  43076. /**
  43077. * Disposes of the controller
  43078. */
  43079. dispose(): void;
  43080. }
  43081. }
  43082. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43083. import { Observable } from "babylonjs/Misc/observable";
  43084. import { Scene } from "babylonjs/scene";
  43085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43086. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43087. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43088. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43089. /**
  43090. * Oculus Touch Controller
  43091. */
  43092. export class OculusTouchController extends WebVRController {
  43093. /**
  43094. * Base Url for the controller model.
  43095. */
  43096. static MODEL_BASE_URL: string;
  43097. /**
  43098. * File name for the left controller model.
  43099. */
  43100. static MODEL_LEFT_FILENAME: string;
  43101. /**
  43102. * File name for the right controller model.
  43103. */
  43104. static MODEL_RIGHT_FILENAME: string;
  43105. /**
  43106. * Base Url for the Quest controller model.
  43107. */
  43108. static QUEST_MODEL_BASE_URL: string;
  43109. /**
  43110. * @hidden
  43111. * If the controllers are running on a device that needs the updated Quest controller models
  43112. */
  43113. static _IsQuest: boolean;
  43114. /**
  43115. * Fired when the secondary trigger on this controller is modified
  43116. */
  43117. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43118. /**
  43119. * Fired when the thumb rest on this controller is modified
  43120. */
  43121. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43122. /**
  43123. * Creates a new OculusTouchController from a gamepad
  43124. * @param vrGamepad the gamepad that the controller should be created from
  43125. */
  43126. constructor(vrGamepad: any);
  43127. /**
  43128. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43129. * @param scene scene in which to add meshes
  43130. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43131. */
  43132. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43133. /**
  43134. * Fired when the A button on this controller is modified
  43135. */
  43136. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43137. /**
  43138. * Fired when the B button on this controller is modified
  43139. */
  43140. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43141. /**
  43142. * Fired when the X button on this controller is modified
  43143. */
  43144. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43145. /**
  43146. * Fired when the Y button on this controller is modified
  43147. */
  43148. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43149. /**
  43150. * Called once for each button that changed state since the last frame
  43151. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43152. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43153. * 2) secondary trigger (same)
  43154. * 3) A (right) X (left), touch, pressed = value
  43155. * 4) B / Y
  43156. * 5) thumb rest
  43157. * @param buttonIdx Which button index changed
  43158. * @param state New state of the button
  43159. * @param changes Which properties on the state changed since last frame
  43160. */
  43161. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43162. }
  43163. }
  43164. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43165. import { Scene } from "babylonjs/scene";
  43166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43167. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43168. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43169. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43170. import { Observable } from "babylonjs/Misc/observable";
  43171. /**
  43172. * Vive Controller
  43173. */
  43174. export class ViveController extends WebVRController {
  43175. /**
  43176. * Base Url for the controller model.
  43177. */
  43178. static MODEL_BASE_URL: string;
  43179. /**
  43180. * File name for the controller model.
  43181. */
  43182. static MODEL_FILENAME: string;
  43183. /**
  43184. * Creates a new ViveController from a gamepad
  43185. * @param vrGamepad the gamepad that the controller should be created from
  43186. */
  43187. constructor(vrGamepad: any);
  43188. /**
  43189. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43190. * @param scene scene in which to add meshes
  43191. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43192. */
  43193. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43194. /**
  43195. * Fired when the left button on this controller is modified
  43196. */
  43197. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43198. /**
  43199. * Fired when the right button on this controller is modified
  43200. */
  43201. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43202. /**
  43203. * Fired when the menu button on this controller is modified
  43204. */
  43205. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43206. /**
  43207. * Called once for each button that changed state since the last frame
  43208. * Vive mapping:
  43209. * 0: touchpad
  43210. * 1: trigger
  43211. * 2: left AND right buttons
  43212. * 3: menu button
  43213. * @param buttonIdx Which button index changed
  43214. * @param state New state of the button
  43215. * @param changes Which properties on the state changed since last frame
  43216. */
  43217. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43218. }
  43219. }
  43220. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43221. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43222. /**
  43223. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43224. */
  43225. export class WebXRControllerModelLoader {
  43226. /**
  43227. * Creates the WebXRControllerModelLoader
  43228. * @param input xr input that creates the controllers
  43229. */
  43230. constructor(input: WebXRInput);
  43231. }
  43232. }
  43233. declare module "babylonjs/Cameras/XR/index" {
  43234. export * from "babylonjs/Cameras/XR/webXRCamera";
  43235. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43236. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43237. export * from "babylonjs/Cameras/XR/webXRInput";
  43238. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43239. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43240. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43241. export * from "babylonjs/Cameras/XR/webXRController";
  43242. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43243. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43244. }
  43245. declare module "babylonjs/Cameras/RigModes/index" {
  43246. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43247. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43248. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43249. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43250. }
  43251. declare module "babylonjs/Cameras/index" {
  43252. export * from "babylonjs/Cameras/Inputs/index";
  43253. export * from "babylonjs/Cameras/cameraInputsManager";
  43254. export * from "babylonjs/Cameras/camera";
  43255. export * from "babylonjs/Cameras/targetCamera";
  43256. export * from "babylonjs/Cameras/freeCamera";
  43257. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43258. export * from "babylonjs/Cameras/touchCamera";
  43259. export * from "babylonjs/Cameras/arcRotateCamera";
  43260. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43261. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43262. export * from "babylonjs/Cameras/flyCamera";
  43263. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43264. export * from "babylonjs/Cameras/followCamera";
  43265. export * from "babylonjs/Cameras/gamepadCamera";
  43266. export * from "babylonjs/Cameras/Stereoscopic/index";
  43267. export * from "babylonjs/Cameras/universalCamera";
  43268. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43269. export * from "babylonjs/Cameras/VR/index";
  43270. export * from "babylonjs/Cameras/XR/index";
  43271. export * from "babylonjs/Cameras/RigModes/index";
  43272. }
  43273. declare module "babylonjs/Collisions/index" {
  43274. export * from "babylonjs/Collisions/collider";
  43275. export * from "babylonjs/Collisions/collisionCoordinator";
  43276. export * from "babylonjs/Collisions/pickingInfo";
  43277. export * from "babylonjs/Collisions/intersectionInfo";
  43278. export * from "babylonjs/Collisions/meshCollisionData";
  43279. }
  43280. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43281. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43282. import { Vector3 } from "babylonjs/Maths/math.vector";
  43283. import { Ray } from "babylonjs/Culling/ray";
  43284. import { Plane } from "babylonjs/Maths/math.plane";
  43285. /**
  43286. * Contains an array of blocks representing the octree
  43287. */
  43288. export interface IOctreeContainer<T> {
  43289. /**
  43290. * Blocks within the octree
  43291. */
  43292. blocks: Array<OctreeBlock<T>>;
  43293. }
  43294. /**
  43295. * Class used to store a cell in an octree
  43296. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43297. */
  43298. export class OctreeBlock<T> {
  43299. /**
  43300. * Gets the content of the current block
  43301. */
  43302. entries: T[];
  43303. /**
  43304. * Gets the list of block children
  43305. */
  43306. blocks: Array<OctreeBlock<T>>;
  43307. private _depth;
  43308. private _maxDepth;
  43309. private _capacity;
  43310. private _minPoint;
  43311. private _maxPoint;
  43312. private _boundingVectors;
  43313. private _creationFunc;
  43314. /**
  43315. * Creates a new block
  43316. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43317. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43318. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43319. * @param depth defines the current depth of this block in the octree
  43320. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43321. * @param creationFunc defines a callback to call when an element is added to the block
  43322. */
  43323. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43324. /**
  43325. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43326. */
  43327. readonly capacity: number;
  43328. /**
  43329. * Gets the minimum vector (in world space) of the block's bounding box
  43330. */
  43331. readonly minPoint: Vector3;
  43332. /**
  43333. * Gets the maximum vector (in world space) of the block's bounding box
  43334. */
  43335. readonly maxPoint: Vector3;
  43336. /**
  43337. * Add a new element to this block
  43338. * @param entry defines the element to add
  43339. */
  43340. addEntry(entry: T): void;
  43341. /**
  43342. * Remove an element from this block
  43343. * @param entry defines the element to remove
  43344. */
  43345. removeEntry(entry: T): void;
  43346. /**
  43347. * Add an array of elements to this block
  43348. * @param entries defines the array of elements to add
  43349. */
  43350. addEntries(entries: T[]): void;
  43351. /**
  43352. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43353. * @param frustumPlanes defines the frustum planes to test
  43354. * @param selection defines the array to store current content if selection is positive
  43355. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43356. */
  43357. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43358. /**
  43359. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43360. * @param sphereCenter defines the bounding sphere center
  43361. * @param sphereRadius defines the bounding sphere radius
  43362. * @param selection defines the array to store current content if selection is positive
  43363. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43364. */
  43365. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43366. /**
  43367. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43368. * @param ray defines the ray to test with
  43369. * @param selection defines the array to store current content if selection is positive
  43370. */
  43371. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43372. /**
  43373. * Subdivide the content into child blocks (this block will then be empty)
  43374. */
  43375. createInnerBlocks(): void;
  43376. /**
  43377. * @hidden
  43378. */
  43379. 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;
  43380. }
  43381. }
  43382. declare module "babylonjs/Culling/Octrees/octree" {
  43383. import { SmartArray } from "babylonjs/Misc/smartArray";
  43384. import { Vector3 } from "babylonjs/Maths/math.vector";
  43385. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43386. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43387. import { Ray } from "babylonjs/Culling/ray";
  43388. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43389. import { Plane } from "babylonjs/Maths/math.plane";
  43390. /**
  43391. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43392. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43393. */
  43394. export class Octree<T> {
  43395. /** 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.) */
  43396. maxDepth: number;
  43397. /**
  43398. * Blocks within the octree containing objects
  43399. */
  43400. blocks: Array<OctreeBlock<T>>;
  43401. /**
  43402. * Content stored in the octree
  43403. */
  43404. dynamicContent: T[];
  43405. private _maxBlockCapacity;
  43406. private _selectionContent;
  43407. private _creationFunc;
  43408. /**
  43409. * Creates a octree
  43410. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43411. * @param creationFunc function to be used to instatiate the octree
  43412. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43413. * @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.)
  43414. */
  43415. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43416. /** 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.) */
  43417. maxDepth?: number);
  43418. /**
  43419. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43420. * @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);
  43421. * @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);
  43422. * @param entries meshes to be added to the octree blocks
  43423. */
  43424. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43425. /**
  43426. * Adds a mesh to the octree
  43427. * @param entry Mesh to add to the octree
  43428. */
  43429. addMesh(entry: T): void;
  43430. /**
  43431. * Remove an element from the octree
  43432. * @param entry defines the element to remove
  43433. */
  43434. removeMesh(entry: T): void;
  43435. /**
  43436. * Selects an array of meshes within the frustum
  43437. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43438. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43439. * @returns array of meshes within the frustum
  43440. */
  43441. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43442. /**
  43443. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43444. * @param sphereCenter defines the bounding sphere center
  43445. * @param sphereRadius defines the bounding sphere radius
  43446. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43447. * @returns an array of objects that intersect the sphere
  43448. */
  43449. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43450. /**
  43451. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43452. * @param ray defines the ray to test with
  43453. * @returns array of intersected objects
  43454. */
  43455. intersectsRay(ray: Ray): SmartArray<T>;
  43456. /**
  43457. * Adds a mesh into the octree block if it intersects the block
  43458. */
  43459. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43460. /**
  43461. * Adds a submesh into the octree block if it intersects the block
  43462. */
  43463. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43464. }
  43465. }
  43466. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43467. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43468. import { Scene } from "babylonjs/scene";
  43469. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43470. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43471. import { Ray } from "babylonjs/Culling/ray";
  43472. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43473. import { Collider } from "babylonjs/Collisions/collider";
  43474. module "babylonjs/scene" {
  43475. interface Scene {
  43476. /**
  43477. * @hidden
  43478. * Backing Filed
  43479. */
  43480. _selectionOctree: Octree<AbstractMesh>;
  43481. /**
  43482. * Gets the octree used to boost mesh selection (picking)
  43483. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43484. */
  43485. selectionOctree: Octree<AbstractMesh>;
  43486. /**
  43487. * Creates or updates the octree used to boost selection (picking)
  43488. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43489. * @param maxCapacity defines the maximum capacity per leaf
  43490. * @param maxDepth defines the maximum depth of the octree
  43491. * @returns an octree of AbstractMesh
  43492. */
  43493. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43494. }
  43495. }
  43496. module "babylonjs/Meshes/abstractMesh" {
  43497. interface AbstractMesh {
  43498. /**
  43499. * @hidden
  43500. * Backing Field
  43501. */
  43502. _submeshesOctree: Octree<SubMesh>;
  43503. /**
  43504. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43505. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43506. * @param maxCapacity defines the maximum size of each block (64 by default)
  43507. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43508. * @returns the new octree
  43509. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43510. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43511. */
  43512. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43513. }
  43514. }
  43515. /**
  43516. * Defines the octree scene component responsible to manage any octrees
  43517. * in a given scene.
  43518. */
  43519. export class OctreeSceneComponent {
  43520. /**
  43521. * The component name help to identify the component in the list of scene components.
  43522. */
  43523. readonly name: string;
  43524. /**
  43525. * The scene the component belongs to.
  43526. */
  43527. scene: Scene;
  43528. /**
  43529. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43530. */
  43531. readonly checksIsEnabled: boolean;
  43532. /**
  43533. * Creates a new instance of the component for the given scene
  43534. * @param scene Defines the scene to register the component in
  43535. */
  43536. constructor(scene: Scene);
  43537. /**
  43538. * Registers the component in a given scene
  43539. */
  43540. register(): void;
  43541. /**
  43542. * Return the list of active meshes
  43543. * @returns the list of active meshes
  43544. */
  43545. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43546. /**
  43547. * Return the list of active sub meshes
  43548. * @param mesh The mesh to get the candidates sub meshes from
  43549. * @returns the list of active sub meshes
  43550. */
  43551. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43552. private _tempRay;
  43553. /**
  43554. * Return the list of sub meshes intersecting with a given local ray
  43555. * @param mesh defines the mesh to find the submesh for
  43556. * @param localRay defines the ray in local space
  43557. * @returns the list of intersecting sub meshes
  43558. */
  43559. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43560. /**
  43561. * Return the list of sub meshes colliding with a collider
  43562. * @param mesh defines the mesh to find the submesh for
  43563. * @param collider defines the collider to evaluate the collision against
  43564. * @returns the list of colliding sub meshes
  43565. */
  43566. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43567. /**
  43568. * Rebuilds the elements related to this component in case of
  43569. * context lost for instance.
  43570. */
  43571. rebuild(): void;
  43572. /**
  43573. * Disposes the component and the associated ressources.
  43574. */
  43575. dispose(): void;
  43576. }
  43577. }
  43578. declare module "babylonjs/Culling/Octrees/index" {
  43579. export * from "babylonjs/Culling/Octrees/octree";
  43580. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43581. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43582. }
  43583. declare module "babylonjs/Culling/index" {
  43584. export * from "babylonjs/Culling/boundingBox";
  43585. export * from "babylonjs/Culling/boundingInfo";
  43586. export * from "babylonjs/Culling/boundingSphere";
  43587. export * from "babylonjs/Culling/Octrees/index";
  43588. export * from "babylonjs/Culling/ray";
  43589. }
  43590. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43591. import { IDisposable, Scene } from "babylonjs/scene";
  43592. import { Nullable } from "babylonjs/types";
  43593. import { Observable } from "babylonjs/Misc/observable";
  43594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43595. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43596. import { Camera } from "babylonjs/Cameras/camera";
  43597. /**
  43598. * Renders a layer on top of an existing scene
  43599. */
  43600. export class UtilityLayerRenderer implements IDisposable {
  43601. /** the original scene that will be rendered on top of */
  43602. originalScene: Scene;
  43603. private _pointerCaptures;
  43604. private _lastPointerEvents;
  43605. private static _DefaultUtilityLayer;
  43606. private static _DefaultKeepDepthUtilityLayer;
  43607. private _sharedGizmoLight;
  43608. private _renderCamera;
  43609. /**
  43610. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43611. * @returns the camera that is used when rendering the utility layer
  43612. */
  43613. getRenderCamera(): Nullable<Camera>;
  43614. /**
  43615. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43616. * @param cam the camera that should be used when rendering the utility layer
  43617. */
  43618. setRenderCamera(cam: Nullable<Camera>): void;
  43619. /**
  43620. * @hidden
  43621. * Light which used by gizmos to get light shading
  43622. */
  43623. _getSharedGizmoLight(): HemisphericLight;
  43624. /**
  43625. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43626. */
  43627. pickUtilitySceneFirst: boolean;
  43628. /**
  43629. * 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)
  43630. */
  43631. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43632. /**
  43633. * 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)
  43634. */
  43635. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43636. /**
  43637. * The scene that is rendered on top of the original scene
  43638. */
  43639. utilityLayerScene: Scene;
  43640. /**
  43641. * If the utility layer should automatically be rendered on top of existing scene
  43642. */
  43643. shouldRender: boolean;
  43644. /**
  43645. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43646. */
  43647. onlyCheckPointerDownEvents: boolean;
  43648. /**
  43649. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43650. */
  43651. processAllEvents: boolean;
  43652. /**
  43653. * Observable raised when the pointer move from the utility layer scene to the main scene
  43654. */
  43655. onPointerOutObservable: Observable<number>;
  43656. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43657. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43658. private _afterRenderObserver;
  43659. private _sceneDisposeObserver;
  43660. private _originalPointerObserver;
  43661. /**
  43662. * Instantiates a UtilityLayerRenderer
  43663. * @param originalScene the original scene that will be rendered on top of
  43664. * @param handleEvents boolean indicating if the utility layer should handle events
  43665. */
  43666. constructor(
  43667. /** the original scene that will be rendered on top of */
  43668. originalScene: Scene, handleEvents?: boolean);
  43669. private _notifyObservers;
  43670. /**
  43671. * Renders the utility layers scene on top of the original scene
  43672. */
  43673. render(): void;
  43674. /**
  43675. * Disposes of the renderer
  43676. */
  43677. dispose(): void;
  43678. private _updateCamera;
  43679. }
  43680. }
  43681. declare module "babylonjs/Gizmos/gizmo" {
  43682. import { Nullable } from "babylonjs/types";
  43683. import { IDisposable } from "babylonjs/scene";
  43684. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43685. import { Mesh } from "babylonjs/Meshes/mesh";
  43686. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43687. /**
  43688. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43689. */
  43690. export class Gizmo implements IDisposable {
  43691. /** The utility layer the gizmo will be added to */
  43692. gizmoLayer: UtilityLayerRenderer;
  43693. /**
  43694. * The root mesh of the gizmo
  43695. */
  43696. _rootMesh: Mesh;
  43697. private _attachedMesh;
  43698. /**
  43699. * Ratio for the scale of the gizmo (Default: 1)
  43700. */
  43701. scaleRatio: number;
  43702. /**
  43703. * If a custom mesh has been set (Default: false)
  43704. */
  43705. protected _customMeshSet: boolean;
  43706. /**
  43707. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43708. * * When set, interactions will be enabled
  43709. */
  43710. attachedMesh: Nullable<AbstractMesh>;
  43711. /**
  43712. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43713. * @param mesh The mesh to replace the default mesh of the gizmo
  43714. */
  43715. setCustomMesh(mesh: Mesh): void;
  43716. /**
  43717. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43718. */
  43719. updateGizmoRotationToMatchAttachedMesh: boolean;
  43720. /**
  43721. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43722. */
  43723. updateGizmoPositionToMatchAttachedMesh: boolean;
  43724. /**
  43725. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43726. */
  43727. updateScale: boolean;
  43728. protected _interactionsEnabled: boolean;
  43729. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43730. private _beforeRenderObserver;
  43731. private _tempVector;
  43732. /**
  43733. * Creates a gizmo
  43734. * @param gizmoLayer The utility layer the gizmo will be added to
  43735. */
  43736. constructor(
  43737. /** The utility layer the gizmo will be added to */
  43738. gizmoLayer?: UtilityLayerRenderer);
  43739. /**
  43740. * Updates the gizmo to match the attached mesh's position/rotation
  43741. */
  43742. protected _update(): void;
  43743. /**
  43744. * Disposes of the gizmo
  43745. */
  43746. dispose(): void;
  43747. }
  43748. }
  43749. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43750. import { Observable } from "babylonjs/Misc/observable";
  43751. import { Nullable } from "babylonjs/types";
  43752. import { Vector3 } from "babylonjs/Maths/math.vector";
  43753. import { Color3 } from "babylonjs/Maths/math.color";
  43754. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43755. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43756. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43757. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43758. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43759. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43760. import { Scene } from "babylonjs/scene";
  43761. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43762. /**
  43763. * Single plane drag gizmo
  43764. */
  43765. export class PlaneDragGizmo extends Gizmo {
  43766. /**
  43767. * Drag behavior responsible for the gizmos dragging interactions
  43768. */
  43769. dragBehavior: PointerDragBehavior;
  43770. private _pointerObserver;
  43771. /**
  43772. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43773. */
  43774. snapDistance: number;
  43775. /**
  43776. * Event that fires each time the gizmo snaps to a new location.
  43777. * * snapDistance is the the change in distance
  43778. */
  43779. onSnapObservable: Observable<{
  43780. snapDistance: number;
  43781. }>;
  43782. private _plane;
  43783. private _coloredMaterial;
  43784. private _hoverMaterial;
  43785. private _isEnabled;
  43786. private _parent;
  43787. /** @hidden */
  43788. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43789. /** @hidden */
  43790. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43791. /**
  43792. * Creates a PlaneDragGizmo
  43793. * @param gizmoLayer The utility layer the gizmo will be added to
  43794. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43795. * @param color The color of the gizmo
  43796. */
  43797. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43798. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43799. /**
  43800. * If the gizmo is enabled
  43801. */
  43802. isEnabled: boolean;
  43803. /**
  43804. * Disposes of the gizmo
  43805. */
  43806. dispose(): void;
  43807. }
  43808. }
  43809. declare module "babylonjs/Gizmos/positionGizmo" {
  43810. import { Observable } from "babylonjs/Misc/observable";
  43811. import { Nullable } from "babylonjs/types";
  43812. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43813. import { Mesh } from "babylonjs/Meshes/mesh";
  43814. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43815. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43816. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43817. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43818. /**
  43819. * Gizmo that enables dragging a mesh along 3 axis
  43820. */
  43821. export class PositionGizmo extends Gizmo {
  43822. /**
  43823. * Internal gizmo used for interactions on the x axis
  43824. */
  43825. xGizmo: AxisDragGizmo;
  43826. /**
  43827. * Internal gizmo used for interactions on the y axis
  43828. */
  43829. yGizmo: AxisDragGizmo;
  43830. /**
  43831. * Internal gizmo used for interactions on the z axis
  43832. */
  43833. zGizmo: AxisDragGizmo;
  43834. /**
  43835. * Internal gizmo used for interactions on the yz plane
  43836. */
  43837. xPlaneGizmo: PlaneDragGizmo;
  43838. /**
  43839. * Internal gizmo used for interactions on the xz plane
  43840. */
  43841. yPlaneGizmo: PlaneDragGizmo;
  43842. /**
  43843. * Internal gizmo used for interactions on the xy plane
  43844. */
  43845. zPlaneGizmo: PlaneDragGizmo;
  43846. /**
  43847. * private variables
  43848. */
  43849. private _meshAttached;
  43850. private _updateGizmoRotationToMatchAttachedMesh;
  43851. private _snapDistance;
  43852. private _scaleRatio;
  43853. /** Fires an event when any of it's sub gizmos are dragged */
  43854. onDragStartObservable: Observable<unknown>;
  43855. /** Fires an event when any of it's sub gizmos are released from dragging */
  43856. onDragEndObservable: Observable<unknown>;
  43857. /**
  43858. * If set to true, planar drag is enabled
  43859. */
  43860. private _planarGizmoEnabled;
  43861. attachedMesh: Nullable<AbstractMesh>;
  43862. /**
  43863. * Creates a PositionGizmo
  43864. * @param gizmoLayer The utility layer the gizmo will be added to
  43865. */
  43866. constructor(gizmoLayer?: UtilityLayerRenderer);
  43867. /**
  43868. * If the planar drag gizmo is enabled
  43869. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43870. */
  43871. planarGizmoEnabled: boolean;
  43872. updateGizmoRotationToMatchAttachedMesh: boolean;
  43873. /**
  43874. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43875. */
  43876. snapDistance: number;
  43877. /**
  43878. * Ratio for the scale of the gizmo (Default: 1)
  43879. */
  43880. scaleRatio: number;
  43881. /**
  43882. * Disposes of the gizmo
  43883. */
  43884. dispose(): void;
  43885. /**
  43886. * CustomMeshes are not supported by this gizmo
  43887. * @param mesh The mesh to replace the default mesh of the gizmo
  43888. */
  43889. setCustomMesh(mesh: Mesh): void;
  43890. }
  43891. }
  43892. declare module "babylonjs/Gizmos/axisDragGizmo" {
  43893. import { Observable } from "babylonjs/Misc/observable";
  43894. import { Nullable } from "babylonjs/types";
  43895. import { Vector3 } from "babylonjs/Maths/math.vector";
  43896. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43898. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43899. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43900. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43901. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43902. import { Scene } from "babylonjs/scene";
  43903. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43904. import { Color3 } from "babylonjs/Maths/math.color";
  43905. /**
  43906. * Single axis drag gizmo
  43907. */
  43908. export class AxisDragGizmo extends Gizmo {
  43909. /**
  43910. * Drag behavior responsible for the gizmos dragging interactions
  43911. */
  43912. dragBehavior: PointerDragBehavior;
  43913. private _pointerObserver;
  43914. /**
  43915. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43916. */
  43917. snapDistance: number;
  43918. /**
  43919. * Event that fires each time the gizmo snaps to a new location.
  43920. * * snapDistance is the the change in distance
  43921. */
  43922. onSnapObservable: Observable<{
  43923. snapDistance: number;
  43924. }>;
  43925. private _isEnabled;
  43926. private _parent;
  43927. private _arrow;
  43928. private _coloredMaterial;
  43929. private _hoverMaterial;
  43930. /** @hidden */
  43931. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  43932. /** @hidden */
  43933. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43934. /**
  43935. * Creates an AxisDragGizmo
  43936. * @param gizmoLayer The utility layer the gizmo will be added to
  43937. * @param dragAxis The axis which the gizmo will be able to drag on
  43938. * @param color The color of the gizmo
  43939. */
  43940. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43941. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43942. /**
  43943. * If the gizmo is enabled
  43944. */
  43945. isEnabled: boolean;
  43946. /**
  43947. * Disposes of the gizmo
  43948. */
  43949. dispose(): void;
  43950. }
  43951. }
  43952. declare module "babylonjs/Debug/axesViewer" {
  43953. import { Vector3 } from "babylonjs/Maths/math.vector";
  43954. import { Nullable } from "babylonjs/types";
  43955. import { Scene } from "babylonjs/scene";
  43956. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43957. /**
  43958. * The Axes viewer will show 3 axes in a specific point in space
  43959. */
  43960. export class AxesViewer {
  43961. private _xAxis;
  43962. private _yAxis;
  43963. private _zAxis;
  43964. private _scaleLinesFactor;
  43965. private _instanced;
  43966. /**
  43967. * Gets the hosting scene
  43968. */
  43969. scene: Scene;
  43970. /**
  43971. * Gets or sets a number used to scale line length
  43972. */
  43973. scaleLines: number;
  43974. /** Gets the node hierarchy used to render x-axis */
  43975. readonly xAxis: TransformNode;
  43976. /** Gets the node hierarchy used to render y-axis */
  43977. readonly yAxis: TransformNode;
  43978. /** Gets the node hierarchy used to render z-axis */
  43979. readonly zAxis: TransformNode;
  43980. /**
  43981. * Creates a new AxesViewer
  43982. * @param scene defines the hosting scene
  43983. * @param scaleLines defines a number used to scale line length (1 by default)
  43984. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  43985. * @param xAxis defines the node hierarchy used to render the x-axis
  43986. * @param yAxis defines the node hierarchy used to render the y-axis
  43987. * @param zAxis defines the node hierarchy used to render the z-axis
  43988. */
  43989. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  43990. /**
  43991. * Force the viewer to update
  43992. * @param position defines the position of the viewer
  43993. * @param xaxis defines the x axis of the viewer
  43994. * @param yaxis defines the y axis of the viewer
  43995. * @param zaxis defines the z axis of the viewer
  43996. */
  43997. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  43998. /**
  43999. * Creates an instance of this axes viewer.
  44000. * @returns a new axes viewer with instanced meshes
  44001. */
  44002. createInstance(): AxesViewer;
  44003. /** Releases resources */
  44004. dispose(): void;
  44005. private static _SetRenderingGroupId;
  44006. }
  44007. }
  44008. declare module "babylonjs/Debug/boneAxesViewer" {
  44009. import { Nullable } from "babylonjs/types";
  44010. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44011. import { Vector3 } from "babylonjs/Maths/math.vector";
  44012. import { Mesh } from "babylonjs/Meshes/mesh";
  44013. import { Bone } from "babylonjs/Bones/bone";
  44014. import { Scene } from "babylonjs/scene";
  44015. /**
  44016. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44017. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44018. */
  44019. export class BoneAxesViewer extends AxesViewer {
  44020. /**
  44021. * Gets or sets the target mesh where to display the axes viewer
  44022. */
  44023. mesh: Nullable<Mesh>;
  44024. /**
  44025. * Gets or sets the target bone where to display the axes viewer
  44026. */
  44027. bone: Nullable<Bone>;
  44028. /** Gets current position */
  44029. pos: Vector3;
  44030. /** Gets direction of X axis */
  44031. xaxis: Vector3;
  44032. /** Gets direction of Y axis */
  44033. yaxis: Vector3;
  44034. /** Gets direction of Z axis */
  44035. zaxis: Vector3;
  44036. /**
  44037. * Creates a new BoneAxesViewer
  44038. * @param scene defines the hosting scene
  44039. * @param bone defines the target bone
  44040. * @param mesh defines the target mesh
  44041. * @param scaleLines defines a scaling factor for line length (1 by default)
  44042. */
  44043. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44044. /**
  44045. * Force the viewer to update
  44046. */
  44047. update(): void;
  44048. /** Releases resources */
  44049. dispose(): void;
  44050. }
  44051. }
  44052. declare module "babylonjs/Debug/debugLayer" {
  44053. import { Scene } from "babylonjs/scene";
  44054. /**
  44055. * Interface used to define scene explorer extensibility option
  44056. */
  44057. export interface IExplorerExtensibilityOption {
  44058. /**
  44059. * Define the option label
  44060. */
  44061. label: string;
  44062. /**
  44063. * Defines the action to execute on click
  44064. */
  44065. action: (entity: any) => void;
  44066. }
  44067. /**
  44068. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44069. */
  44070. export interface IExplorerExtensibilityGroup {
  44071. /**
  44072. * Defines a predicate to test if a given type mut be extended
  44073. */
  44074. predicate: (entity: any) => boolean;
  44075. /**
  44076. * Gets the list of options added to a type
  44077. */
  44078. entries: IExplorerExtensibilityOption[];
  44079. }
  44080. /**
  44081. * Interface used to define the options to use to create the Inspector
  44082. */
  44083. export interface IInspectorOptions {
  44084. /**
  44085. * Display in overlay mode (default: false)
  44086. */
  44087. overlay?: boolean;
  44088. /**
  44089. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44090. */
  44091. globalRoot?: HTMLElement;
  44092. /**
  44093. * Display the Scene explorer
  44094. */
  44095. showExplorer?: boolean;
  44096. /**
  44097. * Display the property inspector
  44098. */
  44099. showInspector?: boolean;
  44100. /**
  44101. * Display in embed mode (both panes on the right)
  44102. */
  44103. embedMode?: boolean;
  44104. /**
  44105. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44106. */
  44107. handleResize?: boolean;
  44108. /**
  44109. * Allow the panes to popup (default: true)
  44110. */
  44111. enablePopup?: boolean;
  44112. /**
  44113. * Allow the panes to be closed by users (default: true)
  44114. */
  44115. enableClose?: boolean;
  44116. /**
  44117. * Optional list of extensibility entries
  44118. */
  44119. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44120. /**
  44121. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44122. */
  44123. inspectorURL?: string;
  44124. }
  44125. module "babylonjs/scene" {
  44126. interface Scene {
  44127. /**
  44128. * @hidden
  44129. * Backing field
  44130. */
  44131. _debugLayer: DebugLayer;
  44132. /**
  44133. * Gets the debug layer (aka Inspector) associated with the scene
  44134. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44135. */
  44136. debugLayer: DebugLayer;
  44137. }
  44138. }
  44139. /**
  44140. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44141. * what is happening in your scene
  44142. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44143. */
  44144. export class DebugLayer {
  44145. /**
  44146. * Define the url to get the inspector script from.
  44147. * By default it uses the babylonjs CDN.
  44148. * @ignoreNaming
  44149. */
  44150. static InspectorURL: string;
  44151. private _scene;
  44152. private BJSINSPECTOR;
  44153. private _onPropertyChangedObservable?;
  44154. /**
  44155. * Observable triggered when a property is changed through the inspector.
  44156. */
  44157. readonly onPropertyChangedObservable: any;
  44158. /**
  44159. * Instantiates a new debug layer.
  44160. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44161. * what is happening in your scene
  44162. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44163. * @param scene Defines the scene to inspect
  44164. */
  44165. constructor(scene: Scene);
  44166. /** Creates the inspector window. */
  44167. private _createInspector;
  44168. /**
  44169. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44170. * @param entity defines the entity to select
  44171. * @param lineContainerTitle defines the specific block to highlight
  44172. */
  44173. select(entity: any, lineContainerTitle?: string): void;
  44174. /** Get the inspector from bundle or global */
  44175. private _getGlobalInspector;
  44176. /**
  44177. * Get if the inspector is visible or not.
  44178. * @returns true if visible otherwise, false
  44179. */
  44180. isVisible(): boolean;
  44181. /**
  44182. * Hide the inspector and close its window.
  44183. */
  44184. hide(): void;
  44185. /**
  44186. * Launch the debugLayer.
  44187. * @param config Define the configuration of the inspector
  44188. * @return a promise fulfilled when the debug layer is visible
  44189. */
  44190. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44191. }
  44192. }
  44193. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44194. import { Nullable } from "babylonjs/types";
  44195. import { Scene } from "babylonjs/scene";
  44196. import { Vector4 } from "babylonjs/Maths/math.vector";
  44197. import { Color4 } from "babylonjs/Maths/math.color";
  44198. import { Mesh } from "babylonjs/Meshes/mesh";
  44199. /**
  44200. * Class containing static functions to help procedurally build meshes
  44201. */
  44202. export class BoxBuilder {
  44203. /**
  44204. * Creates a box mesh
  44205. * * The parameter `size` sets the size (float) of each box side (default 1)
  44206. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44207. * * 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)
  44208. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44209. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44210. * * If you create a double-sided mesh, you can choose what parts of 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
  44211. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44212. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44213. * @param name defines the name of the mesh
  44214. * @param options defines the options used to create the mesh
  44215. * @param scene defines the hosting scene
  44216. * @returns the box mesh
  44217. */
  44218. static CreateBox(name: string, options: {
  44219. size?: number;
  44220. width?: number;
  44221. height?: number;
  44222. depth?: number;
  44223. faceUV?: Vector4[];
  44224. faceColors?: Color4[];
  44225. sideOrientation?: number;
  44226. frontUVs?: Vector4;
  44227. backUVs?: Vector4;
  44228. wrap?: boolean;
  44229. topBaseAt?: number;
  44230. bottomBaseAt?: number;
  44231. updatable?: boolean;
  44232. }, scene?: Nullable<Scene>): Mesh;
  44233. }
  44234. }
  44235. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44236. import { Vector4 } from "babylonjs/Maths/math.vector";
  44237. import { Mesh } from "babylonjs/Meshes/mesh";
  44238. /**
  44239. * Class containing static functions to help procedurally build meshes
  44240. */
  44241. export class SphereBuilder {
  44242. /**
  44243. * Creates a sphere mesh
  44244. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44245. * * 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`)
  44246. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44247. * * 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
  44248. * * 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)
  44249. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44250. * * If you create a double-sided mesh, you can choose what parts of 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
  44251. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44252. * @param name defines the name of the mesh
  44253. * @param options defines the options used to create the mesh
  44254. * @param scene defines the hosting scene
  44255. * @returns the sphere mesh
  44256. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44257. */
  44258. static CreateSphere(name: string, options: {
  44259. segments?: number;
  44260. diameter?: number;
  44261. diameterX?: number;
  44262. diameterY?: number;
  44263. diameterZ?: number;
  44264. arc?: number;
  44265. slice?: number;
  44266. sideOrientation?: number;
  44267. frontUVs?: Vector4;
  44268. backUVs?: Vector4;
  44269. updatable?: boolean;
  44270. }, scene: any): Mesh;
  44271. }
  44272. }
  44273. declare module "babylonjs/Debug/physicsViewer" {
  44274. import { Nullable } from "babylonjs/types";
  44275. import { Scene } from "babylonjs/scene";
  44276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44277. import { Mesh } from "babylonjs/Meshes/mesh";
  44278. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44279. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44280. /**
  44281. * Used to show the physics impostor around the specific mesh
  44282. */
  44283. export class PhysicsViewer {
  44284. /** @hidden */
  44285. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44286. /** @hidden */
  44287. protected _meshes: Array<Nullable<AbstractMesh>>;
  44288. /** @hidden */
  44289. protected _scene: Nullable<Scene>;
  44290. /** @hidden */
  44291. protected _numMeshes: number;
  44292. /** @hidden */
  44293. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44294. private _renderFunction;
  44295. private _utilityLayer;
  44296. private _debugBoxMesh;
  44297. private _debugSphereMesh;
  44298. private _debugCylinderMesh;
  44299. private _debugMaterial;
  44300. private _debugMeshMeshes;
  44301. /**
  44302. * Creates a new PhysicsViewer
  44303. * @param scene defines the hosting scene
  44304. */
  44305. constructor(scene: Scene);
  44306. /** @hidden */
  44307. protected _updateDebugMeshes(): void;
  44308. /**
  44309. * Renders a specified physic impostor
  44310. * @param impostor defines the impostor to render
  44311. * @param targetMesh defines the mesh represented by the impostor
  44312. * @returns the new debug mesh used to render the impostor
  44313. */
  44314. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44315. /**
  44316. * Hides a specified physic impostor
  44317. * @param impostor defines the impostor to hide
  44318. */
  44319. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44320. private _getDebugMaterial;
  44321. private _getDebugBoxMesh;
  44322. private _getDebugSphereMesh;
  44323. private _getDebugCylinderMesh;
  44324. private _getDebugMeshMesh;
  44325. private _getDebugMesh;
  44326. /** Releases all resources */
  44327. dispose(): void;
  44328. }
  44329. }
  44330. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44331. import { Vector3 } from "babylonjs/Maths/math.vector";
  44332. import { Color4 } from "babylonjs/Maths/math.color";
  44333. import { Nullable } from "babylonjs/types";
  44334. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44335. import { Scene } from "babylonjs/scene";
  44336. /**
  44337. * Class containing static functions to help procedurally build meshes
  44338. */
  44339. export class LinesBuilder {
  44340. /**
  44341. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44342. * * 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
  44343. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44344. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44345. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44346. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44347. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44348. * * 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
  44349. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44350. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44351. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44352. * @param name defines the name of the new line system
  44353. * @param options defines the options used to create the line system
  44354. * @param scene defines the hosting scene
  44355. * @returns a new line system mesh
  44356. */
  44357. static CreateLineSystem(name: string, options: {
  44358. lines: Vector3[][];
  44359. updatable?: boolean;
  44360. instance?: Nullable<LinesMesh>;
  44361. colors?: Nullable<Color4[][]>;
  44362. useVertexAlpha?: boolean;
  44363. }, scene: Nullable<Scene>): LinesMesh;
  44364. /**
  44365. * Creates a line mesh
  44366. * 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
  44367. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44368. * * The parameter `points` is an array successive Vector3
  44369. * * 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
  44370. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44371. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44372. * * When updating an instance, remember that only point positions can change, not the number of points
  44373. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44374. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44375. * @param name defines the name of the new line system
  44376. * @param options defines the options used to create the line system
  44377. * @param scene defines the hosting scene
  44378. * @returns a new line mesh
  44379. */
  44380. static CreateLines(name: string, options: {
  44381. points: Vector3[];
  44382. updatable?: boolean;
  44383. instance?: Nullable<LinesMesh>;
  44384. colors?: Color4[];
  44385. useVertexAlpha?: boolean;
  44386. }, scene?: Nullable<Scene>): LinesMesh;
  44387. /**
  44388. * Creates a dashed line mesh
  44389. * * 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
  44390. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44391. * * The parameter `points` is an array successive Vector3
  44392. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44393. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44394. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44395. * * 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
  44396. * * When updating an instance, remember that only point positions can change, not the number of points
  44397. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44398. * @param name defines the name of the mesh
  44399. * @param options defines the options used to create the mesh
  44400. * @param scene defines the hosting scene
  44401. * @returns the dashed line mesh
  44402. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44403. */
  44404. static CreateDashedLines(name: string, options: {
  44405. points: Vector3[];
  44406. dashSize?: number;
  44407. gapSize?: number;
  44408. dashNb?: number;
  44409. updatable?: boolean;
  44410. instance?: LinesMesh;
  44411. }, scene?: Nullable<Scene>): LinesMesh;
  44412. }
  44413. }
  44414. declare module "babylonjs/Debug/rayHelper" {
  44415. import { Nullable } from "babylonjs/types";
  44416. import { Ray } from "babylonjs/Culling/ray";
  44417. import { Vector3 } from "babylonjs/Maths/math.vector";
  44418. import { Color3 } from "babylonjs/Maths/math.color";
  44419. import { Scene } from "babylonjs/scene";
  44420. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44421. import "babylonjs/Meshes/Builders/linesBuilder";
  44422. /**
  44423. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44424. * in order to better appreciate the issue one might have.
  44425. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44426. */
  44427. export class RayHelper {
  44428. /**
  44429. * Defines the ray we are currently tryin to visualize.
  44430. */
  44431. ray: Nullable<Ray>;
  44432. private _renderPoints;
  44433. private _renderLine;
  44434. private _renderFunction;
  44435. private _scene;
  44436. private _updateToMeshFunction;
  44437. private _attachedToMesh;
  44438. private _meshSpaceDirection;
  44439. private _meshSpaceOrigin;
  44440. /**
  44441. * Helper function to create a colored helper in a scene in one line.
  44442. * @param ray Defines the ray we are currently tryin to visualize
  44443. * @param scene Defines the scene the ray is used in
  44444. * @param color Defines the color we want to see the ray in
  44445. * @returns The newly created ray helper.
  44446. */
  44447. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44448. /**
  44449. * Instantiate a new ray helper.
  44450. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44451. * in order to better appreciate the issue one might have.
  44452. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44453. * @param ray Defines the ray we are currently tryin to visualize
  44454. */
  44455. constructor(ray: Ray);
  44456. /**
  44457. * Shows the ray we are willing to debug.
  44458. * @param scene Defines the scene the ray needs to be rendered in
  44459. * @param color Defines the color the ray needs to be rendered in
  44460. */
  44461. show(scene: Scene, color?: Color3): void;
  44462. /**
  44463. * Hides the ray we are debugging.
  44464. */
  44465. hide(): void;
  44466. private _render;
  44467. /**
  44468. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44469. * @param mesh Defines the mesh we want the helper attached to
  44470. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44471. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44472. * @param length Defines the length of the ray
  44473. */
  44474. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44475. /**
  44476. * Detach the ray helper from the mesh it has previously been attached to.
  44477. */
  44478. detachFromMesh(): void;
  44479. private _updateToMesh;
  44480. /**
  44481. * Dispose the helper and release its associated resources.
  44482. */
  44483. dispose(): void;
  44484. }
  44485. }
  44486. declare module "babylonjs/Debug/skeletonViewer" {
  44487. import { Color3 } from "babylonjs/Maths/math.color";
  44488. import { Scene } from "babylonjs/scene";
  44489. import { Nullable } from "babylonjs/types";
  44490. import { Skeleton } from "babylonjs/Bones/skeleton";
  44491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44492. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44493. /**
  44494. * Class used to render a debug view of a given skeleton
  44495. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44496. */
  44497. export class SkeletonViewer {
  44498. /** defines the skeleton to render */
  44499. skeleton: Skeleton;
  44500. /** defines the mesh attached to the skeleton */
  44501. mesh: AbstractMesh;
  44502. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44503. autoUpdateBonesMatrices: boolean;
  44504. /** defines the rendering group id to use with the viewer */
  44505. renderingGroupId: number;
  44506. /** Gets or sets the color used to render the skeleton */
  44507. color: Color3;
  44508. private _scene;
  44509. private _debugLines;
  44510. private _debugMesh;
  44511. private _isEnabled;
  44512. private _renderFunction;
  44513. private _utilityLayer;
  44514. /**
  44515. * Returns the mesh used to render the bones
  44516. */
  44517. readonly debugMesh: Nullable<LinesMesh>;
  44518. /**
  44519. * Creates a new SkeletonViewer
  44520. * @param skeleton defines the skeleton to render
  44521. * @param mesh defines the mesh attached to the skeleton
  44522. * @param scene defines the hosting scene
  44523. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44524. * @param renderingGroupId defines the rendering group id to use with the viewer
  44525. */
  44526. constructor(
  44527. /** defines the skeleton to render */
  44528. skeleton: Skeleton,
  44529. /** defines the mesh attached to the skeleton */
  44530. mesh: AbstractMesh, scene: Scene,
  44531. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44532. autoUpdateBonesMatrices?: boolean,
  44533. /** defines the rendering group id to use with the viewer */
  44534. renderingGroupId?: number);
  44535. /** Gets or sets a boolean indicating if the viewer is enabled */
  44536. isEnabled: boolean;
  44537. private _getBonePosition;
  44538. private _getLinesForBonesWithLength;
  44539. private _getLinesForBonesNoLength;
  44540. /** Update the viewer to sync with current skeleton state */
  44541. update(): void;
  44542. /** Release associated resources */
  44543. dispose(): void;
  44544. }
  44545. }
  44546. declare module "babylonjs/Debug/index" {
  44547. export * from "babylonjs/Debug/axesViewer";
  44548. export * from "babylonjs/Debug/boneAxesViewer";
  44549. export * from "babylonjs/Debug/debugLayer";
  44550. export * from "babylonjs/Debug/physicsViewer";
  44551. export * from "babylonjs/Debug/rayHelper";
  44552. export * from "babylonjs/Debug/skeletonViewer";
  44553. }
  44554. declare module "babylonjs/Engines/nullEngine" {
  44555. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44556. import { Scene } from "babylonjs/scene";
  44557. import { Engine } from "babylonjs/Engines/engine";
  44558. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44559. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44560. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44561. import { Effect } from "babylonjs/Materials/effect";
  44562. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44563. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44564. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44565. /**
  44566. * Options to create the null engine
  44567. */
  44568. export class NullEngineOptions {
  44569. /**
  44570. * Render width (Default: 512)
  44571. */
  44572. renderWidth: number;
  44573. /**
  44574. * Render height (Default: 256)
  44575. */
  44576. renderHeight: number;
  44577. /**
  44578. * Texture size (Default: 512)
  44579. */
  44580. textureSize: number;
  44581. /**
  44582. * If delta time between frames should be constant
  44583. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44584. */
  44585. deterministicLockstep: boolean;
  44586. /**
  44587. * Maximum about of steps between frames (Default: 4)
  44588. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44589. */
  44590. lockstepMaxSteps: number;
  44591. }
  44592. /**
  44593. * The null engine class provides support for headless version of babylon.js.
  44594. * This can be used in server side scenario or for testing purposes
  44595. */
  44596. export class NullEngine extends Engine {
  44597. private _options;
  44598. /**
  44599. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44600. */
  44601. isDeterministicLockStep(): boolean;
  44602. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44603. getLockstepMaxSteps(): number;
  44604. /**
  44605. * Sets hardware scaling, used to save performance if needed
  44606. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44607. */
  44608. getHardwareScalingLevel(): number;
  44609. constructor(options?: NullEngineOptions);
  44610. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44611. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44612. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44613. getRenderWidth(useScreen?: boolean): number;
  44614. getRenderHeight(useScreen?: boolean): number;
  44615. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44616. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44617. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44618. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44619. bindSamplers(effect: Effect): void;
  44620. enableEffect(effect: Effect): void;
  44621. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44622. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44623. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44624. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44625. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44626. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44627. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44628. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44629. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44630. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44631. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44632. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44633. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44634. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44635. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44636. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44637. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44638. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44639. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44640. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44641. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44642. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44643. bindBuffers(vertexBuffers: {
  44644. [key: string]: VertexBuffer;
  44645. }, indexBuffer: DataBuffer, effect: Effect): void;
  44646. wipeCaches(bruteForce?: boolean): void;
  44647. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44648. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44649. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44650. /** @hidden */
  44651. _createTexture(): WebGLTexture;
  44652. /** @hidden */
  44653. _releaseTexture(texture: InternalTexture): void;
  44654. 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;
  44655. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44656. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44657. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44658. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44659. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44660. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44661. areAllEffectsReady(): boolean;
  44662. /**
  44663. * @hidden
  44664. * Get the current error code of the webGL context
  44665. * @returns the error code
  44666. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44667. */
  44668. getError(): number;
  44669. /** @hidden */
  44670. _getUnpackAlignement(): number;
  44671. /** @hidden */
  44672. _unpackFlipY(value: boolean): void;
  44673. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44674. /**
  44675. * Updates a dynamic vertex buffer.
  44676. * @param vertexBuffer the vertex buffer to update
  44677. * @param data the data used to update the vertex buffer
  44678. * @param byteOffset the byte offset of the data (optional)
  44679. * @param byteLength the byte length of the data (optional)
  44680. */
  44681. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44682. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44683. /** @hidden */
  44684. _bindTexture(channel: number, texture: InternalTexture): void;
  44685. /** @hidden */
  44686. _releaseBuffer(buffer: DataBuffer): boolean;
  44687. releaseEffects(): void;
  44688. displayLoadingUI(): void;
  44689. hideLoadingUI(): void;
  44690. /** @hidden */
  44691. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44692. /** @hidden */
  44693. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44694. /** @hidden */
  44695. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44696. /** @hidden */
  44697. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44698. }
  44699. }
  44700. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44701. import { Nullable, int } from "babylonjs/types";
  44702. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44703. /** @hidden */
  44704. export class _OcclusionDataStorage {
  44705. /** @hidden */
  44706. occlusionInternalRetryCounter: number;
  44707. /** @hidden */
  44708. isOcclusionQueryInProgress: boolean;
  44709. /** @hidden */
  44710. isOccluded: boolean;
  44711. /** @hidden */
  44712. occlusionRetryCount: number;
  44713. /** @hidden */
  44714. occlusionType: number;
  44715. /** @hidden */
  44716. occlusionQueryAlgorithmType: number;
  44717. }
  44718. module "babylonjs/Engines/engine" {
  44719. interface Engine {
  44720. /**
  44721. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44722. * @return the new query
  44723. */
  44724. createQuery(): WebGLQuery;
  44725. /**
  44726. * Delete and release a webGL query
  44727. * @param query defines the query to delete
  44728. * @return the current engine
  44729. */
  44730. deleteQuery(query: WebGLQuery): Engine;
  44731. /**
  44732. * Check if a given query has resolved and got its value
  44733. * @param query defines the query to check
  44734. * @returns true if the query got its value
  44735. */
  44736. isQueryResultAvailable(query: WebGLQuery): boolean;
  44737. /**
  44738. * Gets the value of a given query
  44739. * @param query defines the query to check
  44740. * @returns the value of the query
  44741. */
  44742. getQueryResult(query: WebGLQuery): number;
  44743. /**
  44744. * Initiates an occlusion query
  44745. * @param algorithmType defines the algorithm to use
  44746. * @param query defines the query to use
  44747. * @returns the current engine
  44748. * @see http://doc.babylonjs.com/features/occlusionquery
  44749. */
  44750. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44751. /**
  44752. * Ends an occlusion query
  44753. * @see http://doc.babylonjs.com/features/occlusionquery
  44754. * @param algorithmType defines the algorithm to use
  44755. * @returns the current engine
  44756. */
  44757. endOcclusionQuery(algorithmType: number): Engine;
  44758. /**
  44759. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44760. * Please note that only one query can be issued at a time
  44761. * @returns a time token used to track the time span
  44762. */
  44763. startTimeQuery(): Nullable<_TimeToken>;
  44764. /**
  44765. * Ends a time query
  44766. * @param token defines the token used to measure the time span
  44767. * @returns the time spent (in ns)
  44768. */
  44769. endTimeQuery(token: _TimeToken): int;
  44770. /** @hidden */
  44771. _currentNonTimestampToken: Nullable<_TimeToken>;
  44772. /** @hidden */
  44773. _createTimeQuery(): WebGLQuery;
  44774. /** @hidden */
  44775. _deleteTimeQuery(query: WebGLQuery): void;
  44776. /** @hidden */
  44777. _getGlAlgorithmType(algorithmType: number): number;
  44778. /** @hidden */
  44779. _getTimeQueryResult(query: WebGLQuery): any;
  44780. /** @hidden */
  44781. _getTimeQueryAvailability(query: WebGLQuery): any;
  44782. }
  44783. }
  44784. module "babylonjs/Meshes/abstractMesh" {
  44785. interface AbstractMesh {
  44786. /**
  44787. * Backing filed
  44788. * @hidden
  44789. */
  44790. __occlusionDataStorage: _OcclusionDataStorage;
  44791. /**
  44792. * Access property
  44793. * @hidden
  44794. */
  44795. _occlusionDataStorage: _OcclusionDataStorage;
  44796. /**
  44797. * 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.
  44798. * The default value is -1 which means don't break the query and wait till the result
  44799. * @see http://doc.babylonjs.com/features/occlusionquery
  44800. */
  44801. occlusionRetryCount: number;
  44802. /**
  44803. * 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:
  44804. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44805. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44806. * * 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.
  44807. * @see http://doc.babylonjs.com/features/occlusionquery
  44808. */
  44809. occlusionType: number;
  44810. /**
  44811. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44812. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44813. * * 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.
  44814. * @see http://doc.babylonjs.com/features/occlusionquery
  44815. */
  44816. occlusionQueryAlgorithmType: number;
  44817. /**
  44818. * 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
  44819. * @see http://doc.babylonjs.com/features/occlusionquery
  44820. */
  44821. isOccluded: boolean;
  44822. /**
  44823. * Flag to check the progress status of the query
  44824. * @see http://doc.babylonjs.com/features/occlusionquery
  44825. */
  44826. isOcclusionQueryInProgress: boolean;
  44827. }
  44828. }
  44829. }
  44830. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44831. import { Nullable } from "babylonjs/types";
  44832. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44833. /** @hidden */
  44834. export var _forceTransformFeedbackToBundle: boolean;
  44835. module "babylonjs/Engines/engine" {
  44836. interface Engine {
  44837. /**
  44838. * Creates a webGL transform feedback object
  44839. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44840. * @returns the webGL transform feedback object
  44841. */
  44842. createTransformFeedback(): WebGLTransformFeedback;
  44843. /**
  44844. * Delete a webGL transform feedback object
  44845. * @param value defines the webGL transform feedback object to delete
  44846. */
  44847. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44848. /**
  44849. * Bind a webGL transform feedback object to the webgl context
  44850. * @param value defines the webGL transform feedback object to bind
  44851. */
  44852. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44853. /**
  44854. * Begins a transform feedback operation
  44855. * @param usePoints defines if points or triangles must be used
  44856. */
  44857. beginTransformFeedback(usePoints: boolean): void;
  44858. /**
  44859. * Ends a transform feedback operation
  44860. */
  44861. endTransformFeedback(): void;
  44862. /**
  44863. * Specify the varyings to use with transform feedback
  44864. * @param program defines the associated webGL program
  44865. * @param value defines the list of strings representing the varying names
  44866. */
  44867. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44868. /**
  44869. * Bind a webGL buffer for a transform feedback operation
  44870. * @param value defines the webGL buffer to bind
  44871. */
  44872. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44873. }
  44874. }
  44875. }
  44876. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44877. import { Scene } from "babylonjs/scene";
  44878. import { Engine } from "babylonjs/Engines/engine";
  44879. import { Texture } from "babylonjs/Materials/Textures/texture";
  44880. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  44881. import "babylonjs/Engines/Extensions/engine.multiRender";
  44882. /**
  44883. * Creation options of the multi render target texture.
  44884. */
  44885. export interface IMultiRenderTargetOptions {
  44886. /**
  44887. * Define if the texture needs to create mip maps after render.
  44888. */
  44889. generateMipMaps?: boolean;
  44890. /**
  44891. * Define the types of all the draw buffers we want to create
  44892. */
  44893. types?: number[];
  44894. /**
  44895. * Define the sampling modes of all the draw buffers we want to create
  44896. */
  44897. samplingModes?: number[];
  44898. /**
  44899. * Define if a depth buffer is required
  44900. */
  44901. generateDepthBuffer?: boolean;
  44902. /**
  44903. * Define if a stencil buffer is required
  44904. */
  44905. generateStencilBuffer?: boolean;
  44906. /**
  44907. * Define if a depth texture is required instead of a depth buffer
  44908. */
  44909. generateDepthTexture?: boolean;
  44910. /**
  44911. * Define the number of desired draw buffers
  44912. */
  44913. textureCount?: number;
  44914. /**
  44915. * Define if aspect ratio should be adapted to the texture or stay the scene one
  44916. */
  44917. doNotChangeAspectRatio?: boolean;
  44918. /**
  44919. * Define the default type of the buffers we are creating
  44920. */
  44921. defaultType?: number;
  44922. }
  44923. /**
  44924. * A multi render target, like a render target provides the ability to render to a texture.
  44925. * Unlike the render target, it can render to several draw buffers in one draw.
  44926. * This is specially interesting in deferred rendering or for any effects requiring more than
  44927. * just one color from a single pass.
  44928. */
  44929. export class MultiRenderTarget extends RenderTargetTexture {
  44930. private _internalTextures;
  44931. private _textures;
  44932. private _multiRenderTargetOptions;
  44933. /**
  44934. * Get if draw buffers are currently supported by the used hardware and browser.
  44935. */
  44936. readonly isSupported: boolean;
  44937. /**
  44938. * Get the list of textures generated by the multi render target.
  44939. */
  44940. readonly textures: Texture[];
  44941. /**
  44942. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  44943. */
  44944. readonly depthTexture: Texture;
  44945. /**
  44946. * Set the wrapping mode on U of all the textures we are rendering to.
  44947. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44948. */
  44949. wrapU: number;
  44950. /**
  44951. * Set the wrapping mode on V of all the textures we are rendering to.
  44952. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44953. */
  44954. wrapV: number;
  44955. /**
  44956. * Instantiate a new multi render target texture.
  44957. * A multi render target, like a render target provides the ability to render to a texture.
  44958. * Unlike the render target, it can render to several draw buffers in one draw.
  44959. * This is specially interesting in deferred rendering or for any effects requiring more than
  44960. * just one color from a single pass.
  44961. * @param name Define the name of the texture
  44962. * @param size Define the size of the buffers to render to
  44963. * @param count Define the number of target we are rendering into
  44964. * @param scene Define the scene the texture belongs to
  44965. * @param options Define the options used to create the multi render target
  44966. */
  44967. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  44968. /** @hidden */
  44969. _rebuild(): void;
  44970. private _createInternalTextures;
  44971. private _createTextures;
  44972. /**
  44973. * Define the number of samples used if MSAA is enabled.
  44974. */
  44975. samples: number;
  44976. /**
  44977. * Resize all the textures in the multi render target.
  44978. * Be carrefull as it will recreate all the data in the new texture.
  44979. * @param size Define the new size
  44980. */
  44981. resize(size: any): void;
  44982. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  44983. /**
  44984. * Dispose the render targets and their associated resources
  44985. */
  44986. dispose(): void;
  44987. /**
  44988. * Release all the underlying texture used as draw buffers.
  44989. */
  44990. releaseInternalTextures(): void;
  44991. }
  44992. }
  44993. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  44994. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44995. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  44996. import { Nullable } from "babylonjs/types";
  44997. module "babylonjs/Engines/engine" {
  44998. interface Engine {
  44999. /**
  45000. * Unbind a list of render target textures from the webGL context
  45001. * This is used only when drawBuffer extension or webGL2 are active
  45002. * @param textures defines the render target textures to unbind
  45003. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45004. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45005. */
  45006. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45007. /**
  45008. * Create a multi render target texture
  45009. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45010. * @param size defines the size of the texture
  45011. * @param options defines the creation options
  45012. * @returns the cube texture as an InternalTexture
  45013. */
  45014. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45015. /**
  45016. * Update the sample count for a given multiple render target texture
  45017. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45018. * @param textures defines the textures to update
  45019. * @param samples defines the sample count to set
  45020. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45021. */
  45022. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45023. }
  45024. }
  45025. }
  45026. declare module "babylonjs/Engines/Extensions/index" {
  45027. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45028. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45029. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45030. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45031. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45032. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45033. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45034. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45035. }
  45036. declare module "babylonjs/Engines/index" {
  45037. export * from "babylonjs/Engines/constants";
  45038. export * from "babylonjs/Engines/engine";
  45039. export * from "babylonjs/Engines/engineStore";
  45040. export * from "babylonjs/Engines/nullEngine";
  45041. export * from "babylonjs/Engines/Extensions/index";
  45042. export * from "babylonjs/Engines/IPipelineContext";
  45043. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45044. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45045. }
  45046. declare module "babylonjs/Events/clipboardEvents" {
  45047. /**
  45048. * Gather the list of clipboard event types as constants.
  45049. */
  45050. export class ClipboardEventTypes {
  45051. /**
  45052. * The clipboard event is fired when a copy command is active (pressed).
  45053. */
  45054. static readonly COPY: number;
  45055. /**
  45056. * The clipboard event is fired when a cut command is active (pressed).
  45057. */
  45058. static readonly CUT: number;
  45059. /**
  45060. * The clipboard event is fired when a paste command is active (pressed).
  45061. */
  45062. static readonly PASTE: number;
  45063. }
  45064. /**
  45065. * This class is used to store clipboard related info for the onClipboardObservable event.
  45066. */
  45067. export class ClipboardInfo {
  45068. /**
  45069. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45070. */
  45071. type: number;
  45072. /**
  45073. * Defines the related dom event
  45074. */
  45075. event: ClipboardEvent;
  45076. /**
  45077. *Creates an instance of ClipboardInfo.
  45078. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45079. * @param event Defines the related dom event
  45080. */
  45081. constructor(
  45082. /**
  45083. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45084. */
  45085. type: number,
  45086. /**
  45087. * Defines the related dom event
  45088. */
  45089. event: ClipboardEvent);
  45090. /**
  45091. * Get the clipboard event's type from the keycode.
  45092. * @param keyCode Defines the keyCode for the current keyboard event.
  45093. * @return {number}
  45094. */
  45095. static GetTypeFromCharacter(keyCode: number): number;
  45096. }
  45097. }
  45098. declare module "babylonjs/Events/index" {
  45099. export * from "babylonjs/Events/keyboardEvents";
  45100. export * from "babylonjs/Events/pointerEvents";
  45101. export * from "babylonjs/Events/clipboardEvents";
  45102. }
  45103. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45104. import { Scene } from "babylonjs/scene";
  45105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45106. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45107. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45108. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45109. /**
  45110. * Google Daydream controller
  45111. */
  45112. export class DaydreamController extends WebVRController {
  45113. /**
  45114. * Base Url for the controller model.
  45115. */
  45116. static MODEL_BASE_URL: string;
  45117. /**
  45118. * File name for the controller model.
  45119. */
  45120. static MODEL_FILENAME: string;
  45121. /**
  45122. * Gamepad Id prefix used to identify Daydream Controller.
  45123. */
  45124. static readonly GAMEPAD_ID_PREFIX: string;
  45125. /**
  45126. * Creates a new DaydreamController from a gamepad
  45127. * @param vrGamepad the gamepad that the controller should be created from
  45128. */
  45129. constructor(vrGamepad: any);
  45130. /**
  45131. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45132. * @param scene scene in which to add meshes
  45133. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45134. */
  45135. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45136. /**
  45137. * Called once for each button that changed state since the last frame
  45138. * @param buttonIdx Which button index changed
  45139. * @param state New state of the button
  45140. * @param changes Which properties on the state changed since last frame
  45141. */
  45142. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45143. }
  45144. }
  45145. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45146. import { Scene } from "babylonjs/scene";
  45147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45148. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45149. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45150. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45151. /**
  45152. * Gear VR Controller
  45153. */
  45154. export class GearVRController extends WebVRController {
  45155. /**
  45156. * Base Url for the controller model.
  45157. */
  45158. static MODEL_BASE_URL: string;
  45159. /**
  45160. * File name for the controller model.
  45161. */
  45162. static MODEL_FILENAME: string;
  45163. /**
  45164. * Gamepad Id prefix used to identify this controller.
  45165. */
  45166. static readonly GAMEPAD_ID_PREFIX: string;
  45167. private readonly _buttonIndexToObservableNameMap;
  45168. /**
  45169. * Creates a new GearVRController from a gamepad
  45170. * @param vrGamepad the gamepad that the controller should be created from
  45171. */
  45172. constructor(vrGamepad: any);
  45173. /**
  45174. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45175. * @param scene scene in which to add meshes
  45176. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45177. */
  45178. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45179. /**
  45180. * Called once for each button that changed state since the last frame
  45181. * @param buttonIdx Which button index changed
  45182. * @param state New state of the button
  45183. * @param changes Which properties on the state changed since last frame
  45184. */
  45185. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45186. }
  45187. }
  45188. declare module "babylonjs/Gamepads/Controllers/index" {
  45189. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45190. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45191. export * from "babylonjs/Gamepads/Controllers/genericController";
  45192. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45193. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45194. export * from "babylonjs/Gamepads/Controllers/viveController";
  45195. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45196. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45197. }
  45198. declare module "babylonjs/Gamepads/index" {
  45199. export * from "babylonjs/Gamepads/Controllers/index";
  45200. export * from "babylonjs/Gamepads/gamepad";
  45201. export * from "babylonjs/Gamepads/gamepadManager";
  45202. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45203. export * from "babylonjs/Gamepads/xboxGamepad";
  45204. }
  45205. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45206. import { Scene } from "babylonjs/scene";
  45207. import { Vector4 } from "babylonjs/Maths/math.vector";
  45208. import { Color4 } from "babylonjs/Maths/math.color";
  45209. import { Mesh } from "babylonjs/Meshes/mesh";
  45210. import { Nullable } from "babylonjs/types";
  45211. /**
  45212. * Class containing static functions to help procedurally build meshes
  45213. */
  45214. export class PolyhedronBuilder {
  45215. /**
  45216. * Creates a polyhedron mesh
  45217. * * 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
  45218. * * The parameter `size` (positive float, default 1) sets the polygon size
  45219. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45220. * * 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`
  45221. * * 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
  45222. * * 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)`)
  45223. * * 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
  45224. * * 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
  45225. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45226. * * If you create a double-sided mesh, you can choose what parts of 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
  45227. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45228. * @param name defines the name of the mesh
  45229. * @param options defines the options used to create the mesh
  45230. * @param scene defines the hosting scene
  45231. * @returns the polyhedron mesh
  45232. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45233. */
  45234. static CreatePolyhedron(name: string, options: {
  45235. type?: number;
  45236. size?: number;
  45237. sizeX?: number;
  45238. sizeY?: number;
  45239. sizeZ?: number;
  45240. custom?: any;
  45241. faceUV?: Vector4[];
  45242. faceColors?: Color4[];
  45243. flat?: boolean;
  45244. updatable?: boolean;
  45245. sideOrientation?: number;
  45246. frontUVs?: Vector4;
  45247. backUVs?: Vector4;
  45248. }, scene?: Nullable<Scene>): Mesh;
  45249. }
  45250. }
  45251. declare module "babylonjs/Gizmos/scaleGizmo" {
  45252. import { Observable } from "babylonjs/Misc/observable";
  45253. import { Nullable } from "babylonjs/types";
  45254. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45255. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45256. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45257. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45258. /**
  45259. * Gizmo that enables scaling a mesh along 3 axis
  45260. */
  45261. export class ScaleGizmo extends Gizmo {
  45262. /**
  45263. * Internal gizmo used for interactions on the x axis
  45264. */
  45265. xGizmo: AxisScaleGizmo;
  45266. /**
  45267. * Internal gizmo used for interactions on the y axis
  45268. */
  45269. yGizmo: AxisScaleGizmo;
  45270. /**
  45271. * Internal gizmo used for interactions on the z axis
  45272. */
  45273. zGizmo: AxisScaleGizmo;
  45274. /**
  45275. * Internal gizmo used to scale all axis equally
  45276. */
  45277. uniformScaleGizmo: AxisScaleGizmo;
  45278. private _meshAttached;
  45279. private _updateGizmoRotationToMatchAttachedMesh;
  45280. private _snapDistance;
  45281. private _scaleRatio;
  45282. private _uniformScalingMesh;
  45283. private _octahedron;
  45284. /** Fires an event when any of it's sub gizmos are dragged */
  45285. onDragStartObservable: Observable<unknown>;
  45286. /** Fires an event when any of it's sub gizmos are released from dragging */
  45287. onDragEndObservable: Observable<unknown>;
  45288. attachedMesh: Nullable<AbstractMesh>;
  45289. /**
  45290. * Creates a ScaleGizmo
  45291. * @param gizmoLayer The utility layer the gizmo will be added to
  45292. */
  45293. constructor(gizmoLayer?: UtilityLayerRenderer);
  45294. updateGizmoRotationToMatchAttachedMesh: boolean;
  45295. /**
  45296. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45297. */
  45298. snapDistance: number;
  45299. /**
  45300. * Ratio for the scale of the gizmo (Default: 1)
  45301. */
  45302. scaleRatio: number;
  45303. /**
  45304. * Disposes of the gizmo
  45305. */
  45306. dispose(): void;
  45307. }
  45308. }
  45309. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45310. import { Observable } from "babylonjs/Misc/observable";
  45311. import { Nullable } from "babylonjs/types";
  45312. import { Vector3 } from "babylonjs/Maths/math.vector";
  45313. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45314. import { Mesh } from "babylonjs/Meshes/mesh";
  45315. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45316. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45317. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45318. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45319. import { Color3 } from "babylonjs/Maths/math.color";
  45320. /**
  45321. * Single axis scale gizmo
  45322. */
  45323. export class AxisScaleGizmo extends Gizmo {
  45324. /**
  45325. * Drag behavior responsible for the gizmos dragging interactions
  45326. */
  45327. dragBehavior: PointerDragBehavior;
  45328. private _pointerObserver;
  45329. /**
  45330. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45331. */
  45332. snapDistance: number;
  45333. /**
  45334. * Event that fires each time the gizmo snaps to a new location.
  45335. * * snapDistance is the the change in distance
  45336. */
  45337. onSnapObservable: Observable<{
  45338. snapDistance: number;
  45339. }>;
  45340. /**
  45341. * If the scaling operation should be done on all axis (default: false)
  45342. */
  45343. uniformScaling: boolean;
  45344. private _isEnabled;
  45345. private _parent;
  45346. private _arrow;
  45347. private _coloredMaterial;
  45348. private _hoverMaterial;
  45349. /**
  45350. * Creates an AxisScaleGizmo
  45351. * @param gizmoLayer The utility layer the gizmo will be added to
  45352. * @param dragAxis The axis which the gizmo will be able to scale on
  45353. * @param color The color of the gizmo
  45354. */
  45355. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45356. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45357. /**
  45358. * If the gizmo is enabled
  45359. */
  45360. isEnabled: boolean;
  45361. /**
  45362. * Disposes of the gizmo
  45363. */
  45364. dispose(): void;
  45365. /**
  45366. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45367. * @param mesh The mesh to replace the default mesh of the gizmo
  45368. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45369. */
  45370. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45371. }
  45372. }
  45373. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45374. import { Observable } from "babylonjs/Misc/observable";
  45375. import { Nullable } from "babylonjs/types";
  45376. import { Vector3 } from "babylonjs/Maths/math.vector";
  45377. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45378. import { Mesh } from "babylonjs/Meshes/mesh";
  45379. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45380. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45381. import { Color3 } from "babylonjs/Maths/math.color";
  45382. import "babylonjs/Meshes/Builders/boxBuilder";
  45383. /**
  45384. * Bounding box gizmo
  45385. */
  45386. export class BoundingBoxGizmo extends Gizmo {
  45387. private _lineBoundingBox;
  45388. private _rotateSpheresParent;
  45389. private _scaleBoxesParent;
  45390. private _boundingDimensions;
  45391. private _renderObserver;
  45392. private _pointerObserver;
  45393. private _scaleDragSpeed;
  45394. private _tmpQuaternion;
  45395. private _tmpVector;
  45396. private _tmpRotationMatrix;
  45397. /**
  45398. * 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)
  45399. */
  45400. ignoreChildren: boolean;
  45401. /**
  45402. * 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)
  45403. */
  45404. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45405. /**
  45406. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45407. */
  45408. rotationSphereSize: number;
  45409. /**
  45410. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45411. */
  45412. scaleBoxSize: number;
  45413. /**
  45414. * 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)
  45415. */
  45416. fixedDragMeshScreenSize: boolean;
  45417. /**
  45418. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45419. */
  45420. fixedDragMeshScreenSizeDistanceFactor: number;
  45421. /**
  45422. * Fired when a rotation sphere or scale box is dragged
  45423. */
  45424. onDragStartObservable: Observable<{}>;
  45425. /**
  45426. * Fired when a scale box is dragged
  45427. */
  45428. onScaleBoxDragObservable: Observable<{}>;
  45429. /**
  45430. * Fired when a scale box drag is ended
  45431. */
  45432. onScaleBoxDragEndObservable: Observable<{}>;
  45433. /**
  45434. * Fired when a rotation sphere is dragged
  45435. */
  45436. onRotationSphereDragObservable: Observable<{}>;
  45437. /**
  45438. * Fired when a rotation sphere drag is ended
  45439. */
  45440. onRotationSphereDragEndObservable: Observable<{}>;
  45441. /**
  45442. * 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)
  45443. */
  45444. scalePivot: Nullable<Vector3>;
  45445. /**
  45446. * Mesh used as a pivot to rotate the attached mesh
  45447. */
  45448. private _anchorMesh;
  45449. private _existingMeshScale;
  45450. private _dragMesh;
  45451. private pointerDragBehavior;
  45452. private coloredMaterial;
  45453. private hoverColoredMaterial;
  45454. /**
  45455. * Sets the color of the bounding box gizmo
  45456. * @param color the color to set
  45457. */
  45458. setColor(color: Color3): void;
  45459. /**
  45460. * Creates an BoundingBoxGizmo
  45461. * @param gizmoLayer The utility layer the gizmo will be added to
  45462. * @param color The color of the gizmo
  45463. */
  45464. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45465. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45466. private _selectNode;
  45467. /**
  45468. * Updates the bounding box information for the Gizmo
  45469. */
  45470. updateBoundingBox(): void;
  45471. private _updateRotationSpheres;
  45472. private _updateScaleBoxes;
  45473. /**
  45474. * Enables rotation on the specified axis and disables rotation on the others
  45475. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45476. */
  45477. setEnabledRotationAxis(axis: string): void;
  45478. /**
  45479. * Enables/disables scaling
  45480. * @param enable if scaling should be enabled
  45481. */
  45482. setEnabledScaling(enable: boolean): void;
  45483. private _updateDummy;
  45484. /**
  45485. * Enables a pointer drag behavior on the bounding box of the gizmo
  45486. */
  45487. enableDragBehavior(): void;
  45488. /**
  45489. * Disposes of the gizmo
  45490. */
  45491. dispose(): void;
  45492. /**
  45493. * 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)
  45494. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45495. * @returns the bounding box mesh with the passed in mesh as a child
  45496. */
  45497. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45498. /**
  45499. * CustomMeshes are not supported by this gizmo
  45500. * @param mesh The mesh to replace the default mesh of the gizmo
  45501. */
  45502. setCustomMesh(mesh: Mesh): void;
  45503. }
  45504. }
  45505. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45506. import { Observable } from "babylonjs/Misc/observable";
  45507. import { Nullable } from "babylonjs/types";
  45508. import { Vector3 } from "babylonjs/Maths/math.vector";
  45509. import { Color3 } from "babylonjs/Maths/math.color";
  45510. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45511. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45512. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45513. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45514. import "babylonjs/Meshes/Builders/linesBuilder";
  45515. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45516. /**
  45517. * Single plane rotation gizmo
  45518. */
  45519. export class PlaneRotationGizmo extends Gizmo {
  45520. /**
  45521. * Drag behavior responsible for the gizmos dragging interactions
  45522. */
  45523. dragBehavior: PointerDragBehavior;
  45524. private _pointerObserver;
  45525. /**
  45526. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45527. */
  45528. snapDistance: number;
  45529. /**
  45530. * Event that fires each time the gizmo snaps to a new location.
  45531. * * snapDistance is the the change in distance
  45532. */
  45533. onSnapObservable: Observable<{
  45534. snapDistance: number;
  45535. }>;
  45536. private _isEnabled;
  45537. private _parent;
  45538. /**
  45539. * Creates a PlaneRotationGizmo
  45540. * @param gizmoLayer The utility layer the gizmo will be added to
  45541. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45542. * @param color The color of the gizmo
  45543. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45544. */
  45545. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45546. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45547. /**
  45548. * If the gizmo is enabled
  45549. */
  45550. isEnabled: boolean;
  45551. /**
  45552. * Disposes of the gizmo
  45553. */
  45554. dispose(): void;
  45555. }
  45556. }
  45557. declare module "babylonjs/Gizmos/rotationGizmo" {
  45558. import { Observable } from "babylonjs/Misc/observable";
  45559. import { Nullable } from "babylonjs/types";
  45560. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45561. import { Mesh } from "babylonjs/Meshes/mesh";
  45562. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45563. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45564. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45565. /**
  45566. * Gizmo that enables rotating a mesh along 3 axis
  45567. */
  45568. export class RotationGizmo extends Gizmo {
  45569. /**
  45570. * Internal gizmo used for interactions on the x axis
  45571. */
  45572. xGizmo: PlaneRotationGizmo;
  45573. /**
  45574. * Internal gizmo used for interactions on the y axis
  45575. */
  45576. yGizmo: PlaneRotationGizmo;
  45577. /**
  45578. * Internal gizmo used for interactions on the z axis
  45579. */
  45580. zGizmo: PlaneRotationGizmo;
  45581. /** Fires an event when any of it's sub gizmos are dragged */
  45582. onDragStartObservable: Observable<unknown>;
  45583. /** Fires an event when any of it's sub gizmos are released from dragging */
  45584. onDragEndObservable: Observable<unknown>;
  45585. private _meshAttached;
  45586. attachedMesh: Nullable<AbstractMesh>;
  45587. /**
  45588. * Creates a RotationGizmo
  45589. * @param gizmoLayer The utility layer the gizmo will be added to
  45590. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45591. */
  45592. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45593. updateGizmoRotationToMatchAttachedMesh: boolean;
  45594. /**
  45595. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45596. */
  45597. snapDistance: number;
  45598. /**
  45599. * Ratio for the scale of the gizmo (Default: 1)
  45600. */
  45601. scaleRatio: number;
  45602. /**
  45603. * Disposes of the gizmo
  45604. */
  45605. dispose(): void;
  45606. /**
  45607. * CustomMeshes are not supported by this gizmo
  45608. * @param mesh The mesh to replace the default mesh of the gizmo
  45609. */
  45610. setCustomMesh(mesh: Mesh): void;
  45611. }
  45612. }
  45613. declare module "babylonjs/Gizmos/gizmoManager" {
  45614. import { Observable } from "babylonjs/Misc/observable";
  45615. import { Nullable } from "babylonjs/types";
  45616. import { Scene, IDisposable } from "babylonjs/scene";
  45617. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45618. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45619. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45620. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45621. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45622. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45623. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45624. /**
  45625. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45626. */
  45627. export class GizmoManager implements IDisposable {
  45628. private scene;
  45629. /**
  45630. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45631. */
  45632. gizmos: {
  45633. positionGizmo: Nullable<PositionGizmo>;
  45634. rotationGizmo: Nullable<RotationGizmo>;
  45635. scaleGizmo: Nullable<ScaleGizmo>;
  45636. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45637. };
  45638. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45639. clearGizmoOnEmptyPointerEvent: boolean;
  45640. /** Fires an event when the manager is attached to a mesh */
  45641. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45642. private _gizmosEnabled;
  45643. private _pointerObserver;
  45644. private _attachedMesh;
  45645. private _boundingBoxColor;
  45646. private _defaultUtilityLayer;
  45647. private _defaultKeepDepthUtilityLayer;
  45648. /**
  45649. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45650. */
  45651. boundingBoxDragBehavior: SixDofDragBehavior;
  45652. /**
  45653. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45654. */
  45655. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45656. /**
  45657. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45658. */
  45659. usePointerToAttachGizmos: boolean;
  45660. /**
  45661. * Utility layer that the bounding box gizmo belongs to
  45662. */
  45663. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45664. /**
  45665. * Utility layer that all gizmos besides bounding box belong to
  45666. */
  45667. readonly utilityLayer: UtilityLayerRenderer;
  45668. /**
  45669. * Instatiates a gizmo manager
  45670. * @param scene the scene to overlay the gizmos on top of
  45671. */
  45672. constructor(scene: Scene);
  45673. /**
  45674. * Attaches a set of gizmos to the specified mesh
  45675. * @param mesh The mesh the gizmo's should be attached to
  45676. */
  45677. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45678. /**
  45679. * If the position gizmo is enabled
  45680. */
  45681. positionGizmoEnabled: boolean;
  45682. /**
  45683. * If the rotation gizmo is enabled
  45684. */
  45685. rotationGizmoEnabled: boolean;
  45686. /**
  45687. * If the scale gizmo is enabled
  45688. */
  45689. scaleGizmoEnabled: boolean;
  45690. /**
  45691. * If the boundingBox gizmo is enabled
  45692. */
  45693. boundingBoxGizmoEnabled: boolean;
  45694. /**
  45695. * Disposes of the gizmo manager
  45696. */
  45697. dispose(): void;
  45698. }
  45699. }
  45700. declare module "babylonjs/Lights/directionalLight" {
  45701. import { Camera } from "babylonjs/Cameras/camera";
  45702. import { Scene } from "babylonjs/scene";
  45703. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45704. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45705. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45706. import { Effect } from "babylonjs/Materials/effect";
  45707. /**
  45708. * A directional light is defined by a direction (what a surprise!).
  45709. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45710. * 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.
  45711. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45712. */
  45713. export class DirectionalLight extends ShadowLight {
  45714. private _shadowFrustumSize;
  45715. /**
  45716. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45717. */
  45718. /**
  45719. * Specifies a fix frustum size for the shadow generation.
  45720. */
  45721. shadowFrustumSize: number;
  45722. private _shadowOrthoScale;
  45723. /**
  45724. * Gets the shadow projection scale against the optimal computed one.
  45725. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45726. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45727. */
  45728. /**
  45729. * Sets the shadow projection scale against the optimal computed one.
  45730. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45731. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45732. */
  45733. shadowOrthoScale: number;
  45734. /**
  45735. * Automatically compute the projection matrix to best fit (including all the casters)
  45736. * on each frame.
  45737. */
  45738. autoUpdateExtends: boolean;
  45739. private _orthoLeft;
  45740. private _orthoRight;
  45741. private _orthoTop;
  45742. private _orthoBottom;
  45743. /**
  45744. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45745. * The directional light is emitted from everywhere in the given direction.
  45746. * It can cast shadows.
  45747. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45748. * @param name The friendly name of the light
  45749. * @param direction The direction of the light
  45750. * @param scene The scene the light belongs to
  45751. */
  45752. constructor(name: string, direction: Vector3, scene: Scene);
  45753. /**
  45754. * Returns the string "DirectionalLight".
  45755. * @return The class name
  45756. */
  45757. getClassName(): string;
  45758. /**
  45759. * Returns the integer 1.
  45760. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45761. */
  45762. getTypeID(): number;
  45763. /**
  45764. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45765. * Returns the DirectionalLight Shadow projection matrix.
  45766. */
  45767. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45768. /**
  45769. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45770. * Returns the DirectionalLight Shadow projection matrix.
  45771. */
  45772. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45773. /**
  45774. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45775. * Returns the DirectionalLight Shadow projection matrix.
  45776. */
  45777. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45778. protected _buildUniformLayout(): void;
  45779. /**
  45780. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45781. * @param effect The effect to update
  45782. * @param lightIndex The index of the light in the effect to update
  45783. * @returns The directional light
  45784. */
  45785. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45786. /**
  45787. * Gets the minZ used for shadow according to both the scene and the light.
  45788. *
  45789. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45790. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45791. * @param activeCamera The camera we are returning the min for
  45792. * @returns the depth min z
  45793. */
  45794. getDepthMinZ(activeCamera: Camera): number;
  45795. /**
  45796. * Gets the maxZ used for shadow according to both the scene and the light.
  45797. *
  45798. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45799. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45800. * @param activeCamera The camera we are returning the max for
  45801. * @returns the depth max z
  45802. */
  45803. getDepthMaxZ(activeCamera: Camera): number;
  45804. /**
  45805. * Prepares the list of defines specific to the light type.
  45806. * @param defines the list of defines
  45807. * @param lightIndex defines the index of the light for the effect
  45808. */
  45809. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45810. }
  45811. }
  45812. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45813. import { Mesh } from "babylonjs/Meshes/mesh";
  45814. /**
  45815. * Class containing static functions to help procedurally build meshes
  45816. */
  45817. export class HemisphereBuilder {
  45818. /**
  45819. * Creates a hemisphere mesh
  45820. * @param name defines the name of the mesh
  45821. * @param options defines the options used to create the mesh
  45822. * @param scene defines the hosting scene
  45823. * @returns the hemisphere mesh
  45824. */
  45825. static CreateHemisphere(name: string, options: {
  45826. segments?: number;
  45827. diameter?: number;
  45828. sideOrientation?: number;
  45829. }, scene: any): Mesh;
  45830. }
  45831. }
  45832. declare module "babylonjs/Lights/spotLight" {
  45833. import { Nullable } from "babylonjs/types";
  45834. import { Scene } from "babylonjs/scene";
  45835. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45837. import { Effect } from "babylonjs/Materials/effect";
  45838. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45839. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45840. /**
  45841. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45842. * These values define a cone of light starting from the position, emitting toward the direction.
  45843. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45844. * and the exponent defines the speed of the decay of the light with distance (reach).
  45845. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45846. */
  45847. export class SpotLight extends ShadowLight {
  45848. private _angle;
  45849. private _innerAngle;
  45850. private _cosHalfAngle;
  45851. private _lightAngleScale;
  45852. private _lightAngleOffset;
  45853. /**
  45854. * Gets the cone angle of the spot light in Radians.
  45855. */
  45856. /**
  45857. * Sets the cone angle of the spot light in Radians.
  45858. */
  45859. angle: number;
  45860. /**
  45861. * Only used in gltf falloff mode, this defines the angle where
  45862. * the directional falloff will start before cutting at angle which could be seen
  45863. * as outer angle.
  45864. */
  45865. /**
  45866. * Only used in gltf falloff mode, this defines the angle where
  45867. * the directional falloff will start before cutting at angle which could be seen
  45868. * as outer angle.
  45869. */
  45870. innerAngle: number;
  45871. private _shadowAngleScale;
  45872. /**
  45873. * Allows scaling the angle of the light for shadow generation only.
  45874. */
  45875. /**
  45876. * Allows scaling the angle of the light for shadow generation only.
  45877. */
  45878. shadowAngleScale: number;
  45879. /**
  45880. * The light decay speed with the distance from the emission spot.
  45881. */
  45882. exponent: number;
  45883. private _projectionTextureMatrix;
  45884. /**
  45885. * Allows reading the projecton texture
  45886. */
  45887. readonly projectionTextureMatrix: Matrix;
  45888. protected _projectionTextureLightNear: number;
  45889. /**
  45890. * Gets the near clip of the Spotlight for texture projection.
  45891. */
  45892. /**
  45893. * Sets the near clip of the Spotlight for texture projection.
  45894. */
  45895. projectionTextureLightNear: number;
  45896. protected _projectionTextureLightFar: number;
  45897. /**
  45898. * Gets the far clip of the Spotlight for texture projection.
  45899. */
  45900. /**
  45901. * Sets the far clip of the Spotlight for texture projection.
  45902. */
  45903. projectionTextureLightFar: number;
  45904. protected _projectionTextureUpDirection: Vector3;
  45905. /**
  45906. * Gets the Up vector of the Spotlight for texture projection.
  45907. */
  45908. /**
  45909. * Sets the Up vector of the Spotlight for texture projection.
  45910. */
  45911. projectionTextureUpDirection: Vector3;
  45912. private _projectionTexture;
  45913. /**
  45914. * Gets the projection texture of the light.
  45915. */
  45916. /**
  45917. * Sets the projection texture of the light.
  45918. */
  45919. projectionTexture: Nullable<BaseTexture>;
  45920. private _projectionTextureViewLightDirty;
  45921. private _projectionTextureProjectionLightDirty;
  45922. private _projectionTextureDirty;
  45923. private _projectionTextureViewTargetVector;
  45924. private _projectionTextureViewLightMatrix;
  45925. private _projectionTextureProjectionLightMatrix;
  45926. private _projectionTextureScalingMatrix;
  45927. /**
  45928. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  45929. * It can cast shadows.
  45930. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45931. * @param name The light friendly name
  45932. * @param position The position of the spot light in the scene
  45933. * @param direction The direction of the light in the scene
  45934. * @param angle The cone angle of the light in Radians
  45935. * @param exponent The light decay speed with the distance from the emission spot
  45936. * @param scene The scene the lights belongs to
  45937. */
  45938. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  45939. /**
  45940. * Returns the string "SpotLight".
  45941. * @returns the class name
  45942. */
  45943. getClassName(): string;
  45944. /**
  45945. * Returns the integer 2.
  45946. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45947. */
  45948. getTypeID(): number;
  45949. /**
  45950. * Overrides the direction setter to recompute the projection texture view light Matrix.
  45951. */
  45952. protected _setDirection(value: Vector3): void;
  45953. /**
  45954. * Overrides the position setter to recompute the projection texture view light Matrix.
  45955. */
  45956. protected _setPosition(value: Vector3): void;
  45957. /**
  45958. * 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.
  45959. * Returns the SpotLight.
  45960. */
  45961. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45962. protected _computeProjectionTextureViewLightMatrix(): void;
  45963. protected _computeProjectionTextureProjectionLightMatrix(): void;
  45964. /**
  45965. * Main function for light texture projection matrix computing.
  45966. */
  45967. protected _computeProjectionTextureMatrix(): void;
  45968. protected _buildUniformLayout(): void;
  45969. private _computeAngleValues;
  45970. /**
  45971. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  45972. * @param effect The effect to update
  45973. * @param lightIndex The index of the light in the effect to update
  45974. * @returns The spot light
  45975. */
  45976. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  45977. /**
  45978. * Disposes the light and the associated resources.
  45979. */
  45980. dispose(): void;
  45981. /**
  45982. * Prepares the list of defines specific to the light type.
  45983. * @param defines the list of defines
  45984. * @param lightIndex defines the index of the light for the effect
  45985. */
  45986. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45987. }
  45988. }
  45989. declare module "babylonjs/Gizmos/lightGizmo" {
  45990. import { Nullable } from "babylonjs/types";
  45991. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45992. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45993. import { Light } from "babylonjs/Lights/light";
  45994. /**
  45995. * Gizmo that enables viewing a light
  45996. */
  45997. export class LightGizmo extends Gizmo {
  45998. private _lightMesh;
  45999. private _material;
  46000. private cachedPosition;
  46001. private cachedForward;
  46002. /**
  46003. * Creates a LightGizmo
  46004. * @param gizmoLayer The utility layer the gizmo will be added to
  46005. */
  46006. constructor(gizmoLayer?: UtilityLayerRenderer);
  46007. private _light;
  46008. /**
  46009. * The light that the gizmo is attached to
  46010. */
  46011. light: Nullable<Light>;
  46012. /**
  46013. * @hidden
  46014. * Updates the gizmo to match the attached mesh's position/rotation
  46015. */
  46016. protected _update(): void;
  46017. private static _Scale;
  46018. /**
  46019. * Creates the lines for a light mesh
  46020. */
  46021. private static _createLightLines;
  46022. /**
  46023. * Disposes of the light gizmo
  46024. */
  46025. dispose(): void;
  46026. private static _CreateHemisphericLightMesh;
  46027. private static _CreatePointLightMesh;
  46028. private static _CreateSpotLightMesh;
  46029. private static _CreateDirectionalLightMesh;
  46030. }
  46031. }
  46032. declare module "babylonjs/Gizmos/index" {
  46033. export * from "babylonjs/Gizmos/axisDragGizmo";
  46034. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46035. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46036. export * from "babylonjs/Gizmos/gizmo";
  46037. export * from "babylonjs/Gizmos/gizmoManager";
  46038. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46039. export * from "babylonjs/Gizmos/positionGizmo";
  46040. export * from "babylonjs/Gizmos/rotationGizmo";
  46041. export * from "babylonjs/Gizmos/scaleGizmo";
  46042. export * from "babylonjs/Gizmos/lightGizmo";
  46043. export * from "babylonjs/Gizmos/planeDragGizmo";
  46044. }
  46045. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46046. /** @hidden */
  46047. export var backgroundFragmentDeclaration: {
  46048. name: string;
  46049. shader: string;
  46050. };
  46051. }
  46052. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46053. /** @hidden */
  46054. export var backgroundUboDeclaration: {
  46055. name: string;
  46056. shader: string;
  46057. };
  46058. }
  46059. declare module "babylonjs/Shaders/background.fragment" {
  46060. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46061. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46062. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46063. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46064. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46065. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46066. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46067. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46068. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46069. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46070. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46071. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46072. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46073. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46074. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46075. /** @hidden */
  46076. export var backgroundPixelShader: {
  46077. name: string;
  46078. shader: string;
  46079. };
  46080. }
  46081. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46082. /** @hidden */
  46083. export var backgroundVertexDeclaration: {
  46084. name: string;
  46085. shader: string;
  46086. };
  46087. }
  46088. declare module "babylonjs/Shaders/background.vertex" {
  46089. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46090. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46091. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46092. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46093. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46094. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46095. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46096. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46097. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46098. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46099. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46100. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46101. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46102. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46103. /** @hidden */
  46104. export var backgroundVertexShader: {
  46105. name: string;
  46106. shader: string;
  46107. };
  46108. }
  46109. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46110. import { Nullable, int, float } from "babylonjs/types";
  46111. import { Scene } from "babylonjs/scene";
  46112. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46113. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46115. import { Mesh } from "babylonjs/Meshes/mesh";
  46116. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46117. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46118. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46119. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46120. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46121. import { Color3 } from "babylonjs/Maths/math.color";
  46122. import "babylonjs/Shaders/background.fragment";
  46123. import "babylonjs/Shaders/background.vertex";
  46124. /**
  46125. * Background material used to create an efficient environement around your scene.
  46126. */
  46127. export class BackgroundMaterial extends PushMaterial {
  46128. /**
  46129. * Standard reflectance value at parallel view angle.
  46130. */
  46131. static StandardReflectance0: number;
  46132. /**
  46133. * Standard reflectance value at grazing angle.
  46134. */
  46135. static StandardReflectance90: number;
  46136. protected _primaryColor: Color3;
  46137. /**
  46138. * Key light Color (multiply against the environement texture)
  46139. */
  46140. primaryColor: Color3;
  46141. protected __perceptualColor: Nullable<Color3>;
  46142. /**
  46143. * Experimental Internal Use Only.
  46144. *
  46145. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46146. * This acts as a helper to set the primary color to a more "human friendly" value.
  46147. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46148. * output color as close as possible from the chosen value.
  46149. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46150. * part of lighting setup.)
  46151. */
  46152. _perceptualColor: Nullable<Color3>;
  46153. protected _primaryColorShadowLevel: float;
  46154. /**
  46155. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46156. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46157. */
  46158. primaryColorShadowLevel: float;
  46159. protected _primaryColorHighlightLevel: float;
  46160. /**
  46161. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46162. * The primary color is used at the level chosen to define what the white area would look.
  46163. */
  46164. primaryColorHighlightLevel: float;
  46165. protected _reflectionTexture: Nullable<BaseTexture>;
  46166. /**
  46167. * Reflection Texture used in the material.
  46168. * Should be author in a specific way for the best result (refer to the documentation).
  46169. */
  46170. reflectionTexture: Nullable<BaseTexture>;
  46171. protected _reflectionBlur: float;
  46172. /**
  46173. * Reflection Texture level of blur.
  46174. *
  46175. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46176. * texture twice.
  46177. */
  46178. reflectionBlur: float;
  46179. protected _diffuseTexture: Nullable<BaseTexture>;
  46180. /**
  46181. * Diffuse Texture used in the material.
  46182. * Should be author in a specific way for the best result (refer to the documentation).
  46183. */
  46184. diffuseTexture: Nullable<BaseTexture>;
  46185. protected _shadowLights: Nullable<IShadowLight[]>;
  46186. /**
  46187. * Specify the list of lights casting shadow on the material.
  46188. * All scene shadow lights will be included if null.
  46189. */
  46190. shadowLights: Nullable<IShadowLight[]>;
  46191. protected _shadowLevel: float;
  46192. /**
  46193. * Helps adjusting the shadow to a softer level if required.
  46194. * 0 means black shadows and 1 means no shadows.
  46195. */
  46196. shadowLevel: float;
  46197. protected _sceneCenter: Vector3;
  46198. /**
  46199. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46200. * It is usually zero but might be interesting to modify according to your setup.
  46201. */
  46202. sceneCenter: Vector3;
  46203. protected _opacityFresnel: boolean;
  46204. /**
  46205. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46206. * This helps ensuring a nice transition when the camera goes under the ground.
  46207. */
  46208. opacityFresnel: boolean;
  46209. protected _reflectionFresnel: boolean;
  46210. /**
  46211. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46212. * This helps adding a mirror texture on the ground.
  46213. */
  46214. reflectionFresnel: boolean;
  46215. protected _reflectionFalloffDistance: number;
  46216. /**
  46217. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46218. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46219. */
  46220. reflectionFalloffDistance: number;
  46221. protected _reflectionAmount: number;
  46222. /**
  46223. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46224. */
  46225. reflectionAmount: number;
  46226. protected _reflectionReflectance0: number;
  46227. /**
  46228. * This specifies the weight of the reflection at grazing angle.
  46229. */
  46230. reflectionReflectance0: number;
  46231. protected _reflectionReflectance90: number;
  46232. /**
  46233. * This specifies the weight of the reflection at a perpendicular point of view.
  46234. */
  46235. reflectionReflectance90: number;
  46236. /**
  46237. * Sets the reflection reflectance fresnel values according to the default standard
  46238. * empirically know to work well :-)
  46239. */
  46240. reflectionStandardFresnelWeight: number;
  46241. protected _useRGBColor: boolean;
  46242. /**
  46243. * Helps to directly use the maps channels instead of their level.
  46244. */
  46245. useRGBColor: boolean;
  46246. protected _enableNoise: boolean;
  46247. /**
  46248. * This helps reducing the banding effect that could occur on the background.
  46249. */
  46250. enableNoise: boolean;
  46251. /**
  46252. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46253. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46254. * Recommended to be keep at 1.0 except for special cases.
  46255. */
  46256. fovMultiplier: number;
  46257. private _fovMultiplier;
  46258. /**
  46259. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46260. */
  46261. useEquirectangularFOV: boolean;
  46262. private _maxSimultaneousLights;
  46263. /**
  46264. * Number of Simultaneous lights allowed on the material.
  46265. */
  46266. maxSimultaneousLights: int;
  46267. /**
  46268. * Default configuration related to image processing available in the Background Material.
  46269. */
  46270. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46271. /**
  46272. * Keep track of the image processing observer to allow dispose and replace.
  46273. */
  46274. private _imageProcessingObserver;
  46275. /**
  46276. * Attaches a new image processing configuration to the PBR Material.
  46277. * @param configuration (if null the scene configuration will be use)
  46278. */
  46279. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46280. /**
  46281. * Gets the image processing configuration used either in this material.
  46282. */
  46283. /**
  46284. * Sets the Default image processing configuration used either in the this material.
  46285. *
  46286. * If sets to null, the scene one is in use.
  46287. */
  46288. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46289. /**
  46290. * Gets wether the color curves effect is enabled.
  46291. */
  46292. /**
  46293. * Sets wether the color curves effect is enabled.
  46294. */
  46295. cameraColorCurvesEnabled: boolean;
  46296. /**
  46297. * Gets wether the color grading effect is enabled.
  46298. */
  46299. /**
  46300. * Gets wether the color grading effect is enabled.
  46301. */
  46302. cameraColorGradingEnabled: boolean;
  46303. /**
  46304. * Gets wether tonemapping is enabled or not.
  46305. */
  46306. /**
  46307. * Sets wether tonemapping is enabled or not
  46308. */
  46309. cameraToneMappingEnabled: boolean;
  46310. /**
  46311. * The camera exposure used on this material.
  46312. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46313. * This corresponds to a photographic exposure.
  46314. */
  46315. /**
  46316. * The camera exposure used on this material.
  46317. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46318. * This corresponds to a photographic exposure.
  46319. */
  46320. cameraExposure: float;
  46321. /**
  46322. * Gets The camera contrast used on this material.
  46323. */
  46324. /**
  46325. * Sets The camera contrast used on this material.
  46326. */
  46327. cameraContrast: float;
  46328. /**
  46329. * Gets the Color Grading 2D Lookup Texture.
  46330. */
  46331. /**
  46332. * Sets the Color Grading 2D Lookup Texture.
  46333. */
  46334. cameraColorGradingTexture: Nullable<BaseTexture>;
  46335. /**
  46336. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46337. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46338. * 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;
  46339. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46340. */
  46341. /**
  46342. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46343. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46344. * 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;
  46345. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46346. */
  46347. cameraColorCurves: Nullable<ColorCurves>;
  46348. /**
  46349. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46350. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46351. */
  46352. switchToBGR: boolean;
  46353. private _renderTargets;
  46354. private _reflectionControls;
  46355. private _white;
  46356. private _primaryShadowColor;
  46357. private _primaryHighlightColor;
  46358. /**
  46359. * Instantiates a Background Material in the given scene
  46360. * @param name The friendly name of the material
  46361. * @param scene The scene to add the material to
  46362. */
  46363. constructor(name: string, scene: Scene);
  46364. /**
  46365. * Gets a boolean indicating that current material needs to register RTT
  46366. */
  46367. readonly hasRenderTargetTextures: boolean;
  46368. /**
  46369. * The entire material has been created in order to prevent overdraw.
  46370. * @returns false
  46371. */
  46372. needAlphaTesting(): boolean;
  46373. /**
  46374. * The entire material has been created in order to prevent overdraw.
  46375. * @returns true if blending is enable
  46376. */
  46377. needAlphaBlending(): boolean;
  46378. /**
  46379. * Checks wether the material is ready to be rendered for a given mesh.
  46380. * @param mesh The mesh to render
  46381. * @param subMesh The submesh to check against
  46382. * @param useInstances Specify wether or not the material is used with instances
  46383. * @returns true if all the dependencies are ready (Textures, Effects...)
  46384. */
  46385. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46386. /**
  46387. * Compute the primary color according to the chosen perceptual color.
  46388. */
  46389. private _computePrimaryColorFromPerceptualColor;
  46390. /**
  46391. * Compute the highlights and shadow colors according to their chosen levels.
  46392. */
  46393. private _computePrimaryColors;
  46394. /**
  46395. * Build the uniform buffer used in the material.
  46396. */
  46397. buildUniformLayout(): void;
  46398. /**
  46399. * Unbind the material.
  46400. */
  46401. unbind(): void;
  46402. /**
  46403. * Bind only the world matrix to the material.
  46404. * @param world The world matrix to bind.
  46405. */
  46406. bindOnlyWorldMatrix(world: Matrix): void;
  46407. /**
  46408. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46409. * @param world The world matrix to bind.
  46410. * @param subMesh The submesh to bind for.
  46411. */
  46412. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46413. /**
  46414. * Dispose the material.
  46415. * @param forceDisposeEffect Force disposal of the associated effect.
  46416. * @param forceDisposeTextures Force disposal of the associated textures.
  46417. */
  46418. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46419. /**
  46420. * Clones the material.
  46421. * @param name The cloned name.
  46422. * @returns The cloned material.
  46423. */
  46424. clone(name: string): BackgroundMaterial;
  46425. /**
  46426. * Serializes the current material to its JSON representation.
  46427. * @returns The JSON representation.
  46428. */
  46429. serialize(): any;
  46430. /**
  46431. * Gets the class name of the material
  46432. * @returns "BackgroundMaterial"
  46433. */
  46434. getClassName(): string;
  46435. /**
  46436. * Parse a JSON input to create back a background material.
  46437. * @param source The JSON data to parse
  46438. * @param scene The scene to create the parsed material in
  46439. * @param rootUrl The root url of the assets the material depends upon
  46440. * @returns the instantiated BackgroundMaterial.
  46441. */
  46442. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46443. }
  46444. }
  46445. declare module "babylonjs/Helpers/environmentHelper" {
  46446. import { Observable } from "babylonjs/Misc/observable";
  46447. import { Nullable } from "babylonjs/types";
  46448. import { Scene } from "babylonjs/scene";
  46449. import { Vector3 } from "babylonjs/Maths/math.vector";
  46450. import { Color3 } from "babylonjs/Maths/math.color";
  46451. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46452. import { Mesh } from "babylonjs/Meshes/mesh";
  46453. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46454. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46455. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46456. import "babylonjs/Meshes/Builders/planeBuilder";
  46457. import "babylonjs/Meshes/Builders/boxBuilder";
  46458. /**
  46459. * Represents the different options available during the creation of
  46460. * a Environment helper.
  46461. *
  46462. * This can control the default ground, skybox and image processing setup of your scene.
  46463. */
  46464. export interface IEnvironmentHelperOptions {
  46465. /**
  46466. * Specifies wether or not to create a ground.
  46467. * True by default.
  46468. */
  46469. createGround: boolean;
  46470. /**
  46471. * Specifies the ground size.
  46472. * 15 by default.
  46473. */
  46474. groundSize: number;
  46475. /**
  46476. * The texture used on the ground for the main color.
  46477. * Comes from the BabylonJS CDN by default.
  46478. *
  46479. * Remarks: Can be either a texture or a url.
  46480. */
  46481. groundTexture: string | BaseTexture;
  46482. /**
  46483. * The color mixed in the ground texture by default.
  46484. * BabylonJS clearColor by default.
  46485. */
  46486. groundColor: Color3;
  46487. /**
  46488. * Specifies the ground opacity.
  46489. * 1 by default.
  46490. */
  46491. groundOpacity: number;
  46492. /**
  46493. * Enables the ground to receive shadows.
  46494. * True by default.
  46495. */
  46496. enableGroundShadow: boolean;
  46497. /**
  46498. * Helps preventing the shadow to be fully black on the ground.
  46499. * 0.5 by default.
  46500. */
  46501. groundShadowLevel: number;
  46502. /**
  46503. * Creates a mirror texture attach to the ground.
  46504. * false by default.
  46505. */
  46506. enableGroundMirror: boolean;
  46507. /**
  46508. * Specifies the ground mirror size ratio.
  46509. * 0.3 by default as the default kernel is 64.
  46510. */
  46511. groundMirrorSizeRatio: number;
  46512. /**
  46513. * Specifies the ground mirror blur kernel size.
  46514. * 64 by default.
  46515. */
  46516. groundMirrorBlurKernel: number;
  46517. /**
  46518. * Specifies the ground mirror visibility amount.
  46519. * 1 by default
  46520. */
  46521. groundMirrorAmount: number;
  46522. /**
  46523. * Specifies the ground mirror reflectance weight.
  46524. * This uses the standard weight of the background material to setup the fresnel effect
  46525. * of the mirror.
  46526. * 1 by default.
  46527. */
  46528. groundMirrorFresnelWeight: number;
  46529. /**
  46530. * Specifies the ground mirror Falloff distance.
  46531. * This can helps reducing the size of the reflection.
  46532. * 0 by Default.
  46533. */
  46534. groundMirrorFallOffDistance: number;
  46535. /**
  46536. * Specifies the ground mirror texture type.
  46537. * Unsigned Int by Default.
  46538. */
  46539. groundMirrorTextureType: number;
  46540. /**
  46541. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46542. * the shown objects.
  46543. */
  46544. groundYBias: number;
  46545. /**
  46546. * Specifies wether or not to create a skybox.
  46547. * True by default.
  46548. */
  46549. createSkybox: boolean;
  46550. /**
  46551. * Specifies the skybox size.
  46552. * 20 by default.
  46553. */
  46554. skyboxSize: number;
  46555. /**
  46556. * The texture used on the skybox for the main color.
  46557. * Comes from the BabylonJS CDN by default.
  46558. *
  46559. * Remarks: Can be either a texture or a url.
  46560. */
  46561. skyboxTexture: string | BaseTexture;
  46562. /**
  46563. * The color mixed in the skybox texture by default.
  46564. * BabylonJS clearColor by default.
  46565. */
  46566. skyboxColor: Color3;
  46567. /**
  46568. * The background rotation around the Y axis of the scene.
  46569. * This helps aligning the key lights of your scene with the background.
  46570. * 0 by default.
  46571. */
  46572. backgroundYRotation: number;
  46573. /**
  46574. * Compute automatically the size of the elements to best fit with the scene.
  46575. */
  46576. sizeAuto: boolean;
  46577. /**
  46578. * Default position of the rootMesh if autoSize is not true.
  46579. */
  46580. rootPosition: Vector3;
  46581. /**
  46582. * Sets up the image processing in the scene.
  46583. * true by default.
  46584. */
  46585. setupImageProcessing: boolean;
  46586. /**
  46587. * The texture used as your environment texture in the scene.
  46588. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46589. *
  46590. * Remarks: Can be either a texture or a url.
  46591. */
  46592. environmentTexture: string | BaseTexture;
  46593. /**
  46594. * The value of the exposure to apply to the scene.
  46595. * 0.6 by default if setupImageProcessing is true.
  46596. */
  46597. cameraExposure: number;
  46598. /**
  46599. * The value of the contrast to apply to the scene.
  46600. * 1.6 by default if setupImageProcessing is true.
  46601. */
  46602. cameraContrast: number;
  46603. /**
  46604. * Specifies wether or not tonemapping should be enabled in the scene.
  46605. * true by default if setupImageProcessing is true.
  46606. */
  46607. toneMappingEnabled: boolean;
  46608. }
  46609. /**
  46610. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46611. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46612. * It also helps with the default setup of your imageProcessing configuration.
  46613. */
  46614. export class EnvironmentHelper {
  46615. /**
  46616. * Default ground texture URL.
  46617. */
  46618. private static _groundTextureCDNUrl;
  46619. /**
  46620. * Default skybox texture URL.
  46621. */
  46622. private static _skyboxTextureCDNUrl;
  46623. /**
  46624. * Default environment texture URL.
  46625. */
  46626. private static _environmentTextureCDNUrl;
  46627. /**
  46628. * Creates the default options for the helper.
  46629. */
  46630. private static _getDefaultOptions;
  46631. private _rootMesh;
  46632. /**
  46633. * Gets the root mesh created by the helper.
  46634. */
  46635. readonly rootMesh: Mesh;
  46636. private _skybox;
  46637. /**
  46638. * Gets the skybox created by the helper.
  46639. */
  46640. readonly skybox: Nullable<Mesh>;
  46641. private _skyboxTexture;
  46642. /**
  46643. * Gets the skybox texture created by the helper.
  46644. */
  46645. readonly skyboxTexture: Nullable<BaseTexture>;
  46646. private _skyboxMaterial;
  46647. /**
  46648. * Gets the skybox material created by the helper.
  46649. */
  46650. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46651. private _ground;
  46652. /**
  46653. * Gets the ground mesh created by the helper.
  46654. */
  46655. readonly ground: Nullable<Mesh>;
  46656. private _groundTexture;
  46657. /**
  46658. * Gets the ground texture created by the helper.
  46659. */
  46660. readonly groundTexture: Nullable<BaseTexture>;
  46661. private _groundMirror;
  46662. /**
  46663. * Gets the ground mirror created by the helper.
  46664. */
  46665. readonly groundMirror: Nullable<MirrorTexture>;
  46666. /**
  46667. * Gets the ground mirror render list to helps pushing the meshes
  46668. * you wish in the ground reflection.
  46669. */
  46670. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46671. private _groundMaterial;
  46672. /**
  46673. * Gets the ground material created by the helper.
  46674. */
  46675. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46676. /**
  46677. * Stores the creation options.
  46678. */
  46679. private readonly _scene;
  46680. private _options;
  46681. /**
  46682. * This observable will be notified with any error during the creation of the environment,
  46683. * mainly texture creation errors.
  46684. */
  46685. onErrorObservable: Observable<{
  46686. message?: string;
  46687. exception?: any;
  46688. }>;
  46689. /**
  46690. * constructor
  46691. * @param options Defines the options we want to customize the helper
  46692. * @param scene The scene to add the material to
  46693. */
  46694. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46695. /**
  46696. * Updates the background according to the new options
  46697. * @param options
  46698. */
  46699. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46700. /**
  46701. * Sets the primary color of all the available elements.
  46702. * @param color the main color to affect to the ground and the background
  46703. */
  46704. setMainColor(color: Color3): void;
  46705. /**
  46706. * Setup the image processing according to the specified options.
  46707. */
  46708. private _setupImageProcessing;
  46709. /**
  46710. * Setup the environment texture according to the specified options.
  46711. */
  46712. private _setupEnvironmentTexture;
  46713. /**
  46714. * Setup the background according to the specified options.
  46715. */
  46716. private _setupBackground;
  46717. /**
  46718. * Get the scene sizes according to the setup.
  46719. */
  46720. private _getSceneSize;
  46721. /**
  46722. * Setup the ground according to the specified options.
  46723. */
  46724. private _setupGround;
  46725. /**
  46726. * Setup the ground material according to the specified options.
  46727. */
  46728. private _setupGroundMaterial;
  46729. /**
  46730. * Setup the ground diffuse texture according to the specified options.
  46731. */
  46732. private _setupGroundDiffuseTexture;
  46733. /**
  46734. * Setup the ground mirror texture according to the specified options.
  46735. */
  46736. private _setupGroundMirrorTexture;
  46737. /**
  46738. * Setup the ground to receive the mirror texture.
  46739. */
  46740. private _setupMirrorInGroundMaterial;
  46741. /**
  46742. * Setup the skybox according to the specified options.
  46743. */
  46744. private _setupSkybox;
  46745. /**
  46746. * Setup the skybox material according to the specified options.
  46747. */
  46748. private _setupSkyboxMaterial;
  46749. /**
  46750. * Setup the skybox reflection texture according to the specified options.
  46751. */
  46752. private _setupSkyboxReflectionTexture;
  46753. private _errorHandler;
  46754. /**
  46755. * Dispose all the elements created by the Helper.
  46756. */
  46757. dispose(): void;
  46758. }
  46759. }
  46760. declare module "babylonjs/Helpers/photoDome" {
  46761. import { Observable } from "babylonjs/Misc/observable";
  46762. import { Nullable } from "babylonjs/types";
  46763. import { Scene } from "babylonjs/scene";
  46764. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46765. import { Mesh } from "babylonjs/Meshes/mesh";
  46766. import { Texture } from "babylonjs/Materials/Textures/texture";
  46767. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46768. import "babylonjs/Meshes/Builders/sphereBuilder";
  46769. /**
  46770. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46771. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46772. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46773. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46774. */
  46775. export class PhotoDome extends TransformNode {
  46776. /**
  46777. * Define the image as a Monoscopic panoramic 360 image.
  46778. */
  46779. static readonly MODE_MONOSCOPIC: number;
  46780. /**
  46781. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46782. */
  46783. static readonly MODE_TOPBOTTOM: number;
  46784. /**
  46785. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46786. */
  46787. static readonly MODE_SIDEBYSIDE: number;
  46788. private _useDirectMapping;
  46789. /**
  46790. * The texture being displayed on the sphere
  46791. */
  46792. protected _photoTexture: Texture;
  46793. /**
  46794. * Gets or sets the texture being displayed on the sphere
  46795. */
  46796. photoTexture: Texture;
  46797. /**
  46798. * Observable raised when an error occured while loading the 360 image
  46799. */
  46800. onLoadErrorObservable: Observable<string>;
  46801. /**
  46802. * The skybox material
  46803. */
  46804. protected _material: BackgroundMaterial;
  46805. /**
  46806. * The surface used for the skybox
  46807. */
  46808. protected _mesh: Mesh;
  46809. /**
  46810. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46811. * Also see the options.resolution property.
  46812. */
  46813. fovMultiplier: number;
  46814. private _imageMode;
  46815. /**
  46816. * Gets or set the current video mode for the video. It can be:
  46817. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46818. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46819. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46820. */
  46821. imageMode: number;
  46822. /**
  46823. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46824. * @param name Element's name, child elements will append suffixes for their own names.
  46825. * @param urlsOfPhoto defines the url of the photo to display
  46826. * @param options defines an object containing optional or exposed sub element properties
  46827. * @param onError defines a callback called when an error occured while loading the texture
  46828. */
  46829. constructor(name: string, urlOfPhoto: string, options: {
  46830. resolution?: number;
  46831. size?: number;
  46832. useDirectMapping?: boolean;
  46833. faceForward?: boolean;
  46834. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46835. private _onBeforeCameraRenderObserver;
  46836. private _changeImageMode;
  46837. /**
  46838. * Releases resources associated with this node.
  46839. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46840. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46841. */
  46842. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46843. }
  46844. }
  46845. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46846. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46847. /** @hidden */
  46848. export var rgbdDecodePixelShader: {
  46849. name: string;
  46850. shader: string;
  46851. };
  46852. }
  46853. declare module "babylonjs/Misc/brdfTextureTools" {
  46854. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46855. import { Scene } from "babylonjs/scene";
  46856. import "babylonjs/Shaders/rgbdDecode.fragment";
  46857. /**
  46858. * Class used to host texture specific utilities
  46859. */
  46860. export class BRDFTextureTools {
  46861. /**
  46862. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46863. * @param texture the texture to expand.
  46864. */
  46865. private static _ExpandDefaultBRDFTexture;
  46866. /**
  46867. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46868. * @param scene defines the hosting scene
  46869. * @returns the environment BRDF texture
  46870. */
  46871. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46872. private static _environmentBRDFBase64Texture;
  46873. }
  46874. }
  46875. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46876. import { Nullable } from "babylonjs/types";
  46877. import { Color3 } from "babylonjs/Maths/math.color";
  46878. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46879. import { EffectFallbacks } from "babylonjs/Materials/effect";
  46880. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  46881. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  46882. import { Engine } from "babylonjs/Engines/engine";
  46883. import { Scene } from "babylonjs/scene";
  46884. /**
  46885. * @hidden
  46886. */
  46887. export interface IMaterialClearCoatDefines {
  46888. CLEARCOAT: boolean;
  46889. CLEARCOAT_DEFAULTIOR: boolean;
  46890. CLEARCOAT_TEXTURE: boolean;
  46891. CLEARCOAT_TEXTUREDIRECTUV: number;
  46892. CLEARCOAT_BUMP: boolean;
  46893. CLEARCOAT_BUMPDIRECTUV: number;
  46894. CLEARCOAT_TINT: boolean;
  46895. CLEARCOAT_TINT_TEXTURE: boolean;
  46896. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  46897. /** @hidden */
  46898. _areTexturesDirty: boolean;
  46899. }
  46900. /**
  46901. * Define the code related to the clear coat parameters of the pbr material.
  46902. */
  46903. export class PBRClearCoatConfiguration {
  46904. /**
  46905. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46906. * The default fits with a polyurethane material.
  46907. */
  46908. private static readonly _DefaultIndexOfRefraction;
  46909. private _isEnabled;
  46910. /**
  46911. * Defines if the clear coat is enabled in the material.
  46912. */
  46913. isEnabled: boolean;
  46914. /**
  46915. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  46916. */
  46917. intensity: number;
  46918. /**
  46919. * Defines the clear coat layer roughness.
  46920. */
  46921. roughness: number;
  46922. private _indexOfRefraction;
  46923. /**
  46924. * Defines the index of refraction of the clear coat.
  46925. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46926. * The default fits with a polyurethane material.
  46927. * Changing the default value is more performance intensive.
  46928. */
  46929. indexOfRefraction: number;
  46930. private _texture;
  46931. /**
  46932. * Stores the clear coat values in a texture.
  46933. */
  46934. texture: Nullable<BaseTexture>;
  46935. private _bumpTexture;
  46936. /**
  46937. * Define the clear coat specific bump texture.
  46938. */
  46939. bumpTexture: Nullable<BaseTexture>;
  46940. private _isTintEnabled;
  46941. /**
  46942. * Defines if the clear coat tint is enabled in the material.
  46943. */
  46944. isTintEnabled: boolean;
  46945. /**
  46946. * Defines the clear coat tint of the material.
  46947. * This is only use if tint is enabled
  46948. */
  46949. tintColor: Color3;
  46950. /**
  46951. * Defines the distance at which the tint color should be found in the
  46952. * clear coat media.
  46953. * This is only use if tint is enabled
  46954. */
  46955. tintColorAtDistance: number;
  46956. /**
  46957. * Defines the clear coat layer thickness.
  46958. * This is only use if tint is enabled
  46959. */
  46960. tintThickness: number;
  46961. private _tintTexture;
  46962. /**
  46963. * Stores the clear tint values in a texture.
  46964. * rgb is tint
  46965. * a is a thickness factor
  46966. */
  46967. tintTexture: Nullable<BaseTexture>;
  46968. /** @hidden */
  46969. private _internalMarkAllSubMeshesAsTexturesDirty;
  46970. /** @hidden */
  46971. _markAllSubMeshesAsTexturesDirty(): void;
  46972. /**
  46973. * Instantiate a new istance of clear coat configuration.
  46974. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  46975. */
  46976. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  46977. /**
  46978. * Gets wehter the submesh is ready to be used or not.
  46979. * @param defines the list of "defines" to update.
  46980. * @param scene defines the scene the material belongs to.
  46981. * @param engine defines the engine the material belongs to.
  46982. * @param disableBumpMap defines wether the material disables bump or not.
  46983. * @returns - boolean indicating that the submesh is ready or not.
  46984. */
  46985. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  46986. /**
  46987. * Checks to see if a texture is used in the material.
  46988. * @param defines the list of "defines" to update.
  46989. * @param scene defines the scene to the material belongs to.
  46990. */
  46991. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  46992. /**
  46993. * Binds the material data.
  46994. * @param uniformBuffer defines the Uniform buffer to fill in.
  46995. * @param scene defines the scene the material belongs to.
  46996. * @param engine defines the engine the material belongs to.
  46997. * @param disableBumpMap defines wether the material disables bump or not.
  46998. * @param isFrozen defines wether the material is frozen or not.
  46999. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47000. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47001. */
  47002. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47003. /**
  47004. * Checks to see if a texture is used in the material.
  47005. * @param texture - Base texture to use.
  47006. * @returns - Boolean specifying if a texture is used in the material.
  47007. */
  47008. hasTexture(texture: BaseTexture): boolean;
  47009. /**
  47010. * Returns an array of the actively used textures.
  47011. * @param activeTextures Array of BaseTextures
  47012. */
  47013. getActiveTextures(activeTextures: BaseTexture[]): void;
  47014. /**
  47015. * Returns the animatable textures.
  47016. * @param animatables Array of animatable textures.
  47017. */
  47018. getAnimatables(animatables: IAnimatable[]): void;
  47019. /**
  47020. * Disposes the resources of the material.
  47021. * @param forceDisposeTextures - Forces the disposal of all textures.
  47022. */
  47023. dispose(forceDisposeTextures?: boolean): void;
  47024. /**
  47025. * Get the current class name of the texture useful for serialization or dynamic coding.
  47026. * @returns "PBRClearCoatConfiguration"
  47027. */
  47028. getClassName(): string;
  47029. /**
  47030. * Add fallbacks to the effect fallbacks list.
  47031. * @param defines defines the Base texture to use.
  47032. * @param fallbacks defines the current fallback list.
  47033. * @param currentRank defines the current fallback rank.
  47034. * @returns the new fallback rank.
  47035. */
  47036. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47037. /**
  47038. * Add the required uniforms to the current list.
  47039. * @param uniforms defines the current uniform list.
  47040. */
  47041. static AddUniforms(uniforms: string[]): void;
  47042. /**
  47043. * Add the required samplers to the current list.
  47044. * @param samplers defines the current sampler list.
  47045. */
  47046. static AddSamplers(samplers: string[]): void;
  47047. /**
  47048. * Add the required uniforms to the current buffer.
  47049. * @param uniformBuffer defines the current uniform buffer.
  47050. */
  47051. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47052. /**
  47053. * Makes a duplicate of the current configuration into another one.
  47054. * @param clearCoatConfiguration define the config where to copy the info
  47055. */
  47056. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47057. /**
  47058. * Serializes this clear coat configuration.
  47059. * @returns - An object with the serialized config.
  47060. */
  47061. serialize(): any;
  47062. /**
  47063. * Parses a anisotropy Configuration from a serialized object.
  47064. * @param source - Serialized object.
  47065. * @param scene Defines the scene we are parsing for
  47066. * @param rootUrl Defines the rootUrl to load from
  47067. */
  47068. parse(source: any, scene: Scene, rootUrl: string): void;
  47069. }
  47070. }
  47071. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47072. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47073. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47074. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47075. import { Vector2 } from "babylonjs/Maths/math.vector";
  47076. import { Scene } from "babylonjs/scene";
  47077. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47078. import { Nullable } from "babylonjs/types";
  47079. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47080. /**
  47081. * @hidden
  47082. */
  47083. export interface IMaterialAnisotropicDefines {
  47084. ANISOTROPIC: boolean;
  47085. ANISOTROPIC_TEXTURE: boolean;
  47086. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47087. MAINUV1: boolean;
  47088. _areTexturesDirty: boolean;
  47089. _needUVs: boolean;
  47090. }
  47091. /**
  47092. * Define the code related to the anisotropic parameters of the pbr material.
  47093. */
  47094. export class PBRAnisotropicConfiguration {
  47095. private _isEnabled;
  47096. /**
  47097. * Defines if the anisotropy is enabled in the material.
  47098. */
  47099. isEnabled: boolean;
  47100. /**
  47101. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47102. */
  47103. intensity: number;
  47104. /**
  47105. * Defines if the effect is along the tangents, bitangents or in between.
  47106. * By default, the effect is "strectching" the highlights along the tangents.
  47107. */
  47108. direction: Vector2;
  47109. private _texture;
  47110. /**
  47111. * Stores the anisotropy values in a texture.
  47112. * rg is direction (like normal from -1 to 1)
  47113. * b is a intensity
  47114. */
  47115. texture: Nullable<BaseTexture>;
  47116. /** @hidden */
  47117. private _internalMarkAllSubMeshesAsTexturesDirty;
  47118. /** @hidden */
  47119. _markAllSubMeshesAsTexturesDirty(): void;
  47120. /**
  47121. * Instantiate a new istance of anisotropy configuration.
  47122. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47123. */
  47124. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47125. /**
  47126. * Specifies that the submesh is ready to be used.
  47127. * @param defines the list of "defines" to update.
  47128. * @param scene defines the scene the material belongs to.
  47129. * @returns - boolean indicating that the submesh is ready or not.
  47130. */
  47131. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47132. /**
  47133. * Checks to see if a texture is used in the material.
  47134. * @param defines the list of "defines" to update.
  47135. * @param mesh the mesh we are preparing the defines for.
  47136. * @param scene defines the scene the material belongs to.
  47137. */
  47138. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47139. /**
  47140. * Binds the material data.
  47141. * @param uniformBuffer defines the Uniform buffer to fill in.
  47142. * @param scene defines the scene the material belongs to.
  47143. * @param isFrozen defines wether the material is frozen or not.
  47144. */
  47145. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47146. /**
  47147. * Checks to see if a texture is used in the material.
  47148. * @param texture - Base texture to use.
  47149. * @returns - Boolean specifying if a texture is used in the material.
  47150. */
  47151. hasTexture(texture: BaseTexture): boolean;
  47152. /**
  47153. * Returns an array of the actively used textures.
  47154. * @param activeTextures Array of BaseTextures
  47155. */
  47156. getActiveTextures(activeTextures: BaseTexture[]): void;
  47157. /**
  47158. * Returns the animatable textures.
  47159. * @param animatables Array of animatable textures.
  47160. */
  47161. getAnimatables(animatables: IAnimatable[]): void;
  47162. /**
  47163. * Disposes the resources of the material.
  47164. * @param forceDisposeTextures - Forces the disposal of all textures.
  47165. */
  47166. dispose(forceDisposeTextures?: boolean): void;
  47167. /**
  47168. * Get the current class name of the texture useful for serialization or dynamic coding.
  47169. * @returns "PBRAnisotropicConfiguration"
  47170. */
  47171. getClassName(): string;
  47172. /**
  47173. * Add fallbacks to the effect fallbacks list.
  47174. * @param defines defines the Base texture to use.
  47175. * @param fallbacks defines the current fallback list.
  47176. * @param currentRank defines the current fallback rank.
  47177. * @returns the new fallback rank.
  47178. */
  47179. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47180. /**
  47181. * Add the required uniforms to the current list.
  47182. * @param uniforms defines the current uniform list.
  47183. */
  47184. static AddUniforms(uniforms: string[]): void;
  47185. /**
  47186. * Add the required uniforms to the current buffer.
  47187. * @param uniformBuffer defines the current uniform buffer.
  47188. */
  47189. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47190. /**
  47191. * Add the required samplers to the current list.
  47192. * @param samplers defines the current sampler list.
  47193. */
  47194. static AddSamplers(samplers: string[]): void;
  47195. /**
  47196. * Makes a duplicate of the current configuration into another one.
  47197. * @param anisotropicConfiguration define the config where to copy the info
  47198. */
  47199. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47200. /**
  47201. * Serializes this anisotropy configuration.
  47202. * @returns - An object with the serialized config.
  47203. */
  47204. serialize(): any;
  47205. /**
  47206. * Parses a anisotropy Configuration from a serialized object.
  47207. * @param source - Serialized object.
  47208. * @param scene Defines the scene we are parsing for
  47209. * @param rootUrl Defines the rootUrl to load from
  47210. */
  47211. parse(source: any, scene: Scene, rootUrl: string): void;
  47212. }
  47213. }
  47214. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47215. import { Scene } from "babylonjs/scene";
  47216. /**
  47217. * @hidden
  47218. */
  47219. export interface IMaterialBRDFDefines {
  47220. BRDF_V_HEIGHT_CORRELATED: boolean;
  47221. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47222. SPHERICAL_HARMONICS: boolean;
  47223. /** @hidden */
  47224. _areMiscDirty: boolean;
  47225. }
  47226. /**
  47227. * Define the code related to the BRDF parameters of the pbr material.
  47228. */
  47229. export class PBRBRDFConfiguration {
  47230. /**
  47231. * Default value used for the energy conservation.
  47232. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47233. */
  47234. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47235. /**
  47236. * Default value used for the Smith Visibility Height Correlated mode.
  47237. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47238. */
  47239. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47240. /**
  47241. * Default value used for the IBL diffuse part.
  47242. * This can help switching back to the polynomials mode globally which is a tiny bit
  47243. * less GPU intensive at the drawback of a lower quality.
  47244. */
  47245. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47246. private _useEnergyConservation;
  47247. /**
  47248. * Defines if the material uses energy conservation.
  47249. */
  47250. useEnergyConservation: boolean;
  47251. private _useSmithVisibilityHeightCorrelated;
  47252. /**
  47253. * LEGACY Mode set to false
  47254. * Defines if the material uses height smith correlated visibility term.
  47255. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47256. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47257. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47258. * Not relying on height correlated will also disable energy conservation.
  47259. */
  47260. useSmithVisibilityHeightCorrelated: boolean;
  47261. private _useSphericalHarmonics;
  47262. /**
  47263. * LEGACY Mode set to false
  47264. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47265. * diffuse part of the IBL.
  47266. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47267. * to the ground truth.
  47268. */
  47269. useSphericalHarmonics: boolean;
  47270. /** @hidden */
  47271. private _internalMarkAllSubMeshesAsMiscDirty;
  47272. /** @hidden */
  47273. _markAllSubMeshesAsMiscDirty(): void;
  47274. /**
  47275. * Instantiate a new istance of clear coat configuration.
  47276. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47277. */
  47278. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47279. /**
  47280. * Checks to see if a texture is used in the material.
  47281. * @param defines the list of "defines" to update.
  47282. */
  47283. prepareDefines(defines: IMaterialBRDFDefines): void;
  47284. /**
  47285. * Get the current class name of the texture useful for serialization or dynamic coding.
  47286. * @returns "PBRClearCoatConfiguration"
  47287. */
  47288. getClassName(): string;
  47289. /**
  47290. * Makes a duplicate of the current configuration into another one.
  47291. * @param brdfConfiguration define the config where to copy the info
  47292. */
  47293. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47294. /**
  47295. * Serializes this BRDF configuration.
  47296. * @returns - An object with the serialized config.
  47297. */
  47298. serialize(): any;
  47299. /**
  47300. * Parses a anisotropy Configuration from a serialized object.
  47301. * @param source - Serialized object.
  47302. * @param scene Defines the scene we are parsing for
  47303. * @param rootUrl Defines the rootUrl to load from
  47304. */
  47305. parse(source: any, scene: Scene, rootUrl: string): void;
  47306. }
  47307. }
  47308. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47309. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47310. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47311. import { Color3 } from "babylonjs/Maths/math.color";
  47312. import { Scene } from "babylonjs/scene";
  47313. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47314. import { Nullable } from "babylonjs/types";
  47315. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47316. /**
  47317. * @hidden
  47318. */
  47319. export interface IMaterialSheenDefines {
  47320. SHEEN: boolean;
  47321. SHEEN_TEXTURE: boolean;
  47322. SHEEN_TEXTUREDIRECTUV: number;
  47323. SHEEN_LINKWITHALBEDO: boolean;
  47324. /** @hidden */
  47325. _areTexturesDirty: boolean;
  47326. }
  47327. /**
  47328. * Define the code related to the Sheen parameters of the pbr material.
  47329. */
  47330. export class PBRSheenConfiguration {
  47331. private _isEnabled;
  47332. /**
  47333. * Defines if the material uses sheen.
  47334. */
  47335. isEnabled: boolean;
  47336. private _linkSheenWithAlbedo;
  47337. /**
  47338. * Defines if the sheen is linked to the sheen color.
  47339. */
  47340. linkSheenWithAlbedo: boolean;
  47341. /**
  47342. * Defines the sheen intensity.
  47343. */
  47344. intensity: number;
  47345. /**
  47346. * Defines the sheen color.
  47347. */
  47348. color: Color3;
  47349. private _texture;
  47350. /**
  47351. * Stores the sheen tint values in a texture.
  47352. * rgb is tint
  47353. * a is a intensity
  47354. */
  47355. texture: Nullable<BaseTexture>;
  47356. /** @hidden */
  47357. private _internalMarkAllSubMeshesAsTexturesDirty;
  47358. /** @hidden */
  47359. _markAllSubMeshesAsTexturesDirty(): void;
  47360. /**
  47361. * Instantiate a new istance of clear coat configuration.
  47362. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47363. */
  47364. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47365. /**
  47366. * Specifies that the submesh is ready to be used.
  47367. * @param defines the list of "defines" to update.
  47368. * @param scene defines the scene the material belongs to.
  47369. * @returns - boolean indicating that the submesh is ready or not.
  47370. */
  47371. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47372. /**
  47373. * Checks to see if a texture is used in the material.
  47374. * @param defines the list of "defines" to update.
  47375. * @param scene defines the scene the material belongs to.
  47376. */
  47377. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47378. /**
  47379. * Binds the material data.
  47380. * @param uniformBuffer defines the Uniform buffer to fill in.
  47381. * @param scene defines the scene the material belongs to.
  47382. * @param isFrozen defines wether the material is frozen or not.
  47383. */
  47384. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47385. /**
  47386. * Checks to see if a texture is used in the material.
  47387. * @param texture - Base texture to use.
  47388. * @returns - Boolean specifying if a texture is used in the material.
  47389. */
  47390. hasTexture(texture: BaseTexture): boolean;
  47391. /**
  47392. * Returns an array of the actively used textures.
  47393. * @param activeTextures Array of BaseTextures
  47394. */
  47395. getActiveTextures(activeTextures: BaseTexture[]): void;
  47396. /**
  47397. * Returns the animatable textures.
  47398. * @param animatables Array of animatable textures.
  47399. */
  47400. getAnimatables(animatables: IAnimatable[]): void;
  47401. /**
  47402. * Disposes the resources of the material.
  47403. * @param forceDisposeTextures - Forces the disposal of all textures.
  47404. */
  47405. dispose(forceDisposeTextures?: boolean): void;
  47406. /**
  47407. * Get the current class name of the texture useful for serialization or dynamic coding.
  47408. * @returns "PBRSheenConfiguration"
  47409. */
  47410. getClassName(): string;
  47411. /**
  47412. * Add fallbacks to the effect fallbacks list.
  47413. * @param defines defines the Base texture to use.
  47414. * @param fallbacks defines the current fallback list.
  47415. * @param currentRank defines the current fallback rank.
  47416. * @returns the new fallback rank.
  47417. */
  47418. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47419. /**
  47420. * Add the required uniforms to the current list.
  47421. * @param uniforms defines the current uniform list.
  47422. */
  47423. static AddUniforms(uniforms: string[]): void;
  47424. /**
  47425. * Add the required uniforms to the current buffer.
  47426. * @param uniformBuffer defines the current uniform buffer.
  47427. */
  47428. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47429. /**
  47430. * Add the required samplers to the current list.
  47431. * @param samplers defines the current sampler list.
  47432. */
  47433. static AddSamplers(samplers: string[]): void;
  47434. /**
  47435. * Makes a duplicate of the current configuration into another one.
  47436. * @param sheenConfiguration define the config where to copy the info
  47437. */
  47438. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47439. /**
  47440. * Serializes this BRDF configuration.
  47441. * @returns - An object with the serialized config.
  47442. */
  47443. serialize(): any;
  47444. /**
  47445. * Parses a anisotropy Configuration from a serialized object.
  47446. * @param source - Serialized object.
  47447. * @param scene Defines the scene we are parsing for
  47448. * @param rootUrl Defines the rootUrl to load from
  47449. */
  47450. parse(source: any, scene: Scene, rootUrl: string): void;
  47451. }
  47452. }
  47453. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47454. import { Nullable } from "babylonjs/types";
  47455. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47456. import { Color3 } from "babylonjs/Maths/math.color";
  47457. import { SmartArray } from "babylonjs/Misc/smartArray";
  47458. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47459. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47460. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47461. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47462. import { Engine } from "babylonjs/Engines/engine";
  47463. import { Scene } from "babylonjs/scene";
  47464. /**
  47465. * @hidden
  47466. */
  47467. export interface IMaterialSubSurfaceDefines {
  47468. SUBSURFACE: boolean;
  47469. SS_REFRACTION: boolean;
  47470. SS_TRANSLUCENCY: boolean;
  47471. SS_SCATERRING: boolean;
  47472. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47473. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47474. SS_REFRACTIONMAP_3D: boolean;
  47475. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47476. SS_LODINREFRACTIONALPHA: boolean;
  47477. SS_GAMMAREFRACTION: boolean;
  47478. SS_RGBDREFRACTION: boolean;
  47479. SS_LINEARSPECULARREFRACTION: boolean;
  47480. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47481. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47482. /** @hidden */
  47483. _areTexturesDirty: boolean;
  47484. }
  47485. /**
  47486. * Define the code related to the sub surface parameters of the pbr material.
  47487. */
  47488. export class PBRSubSurfaceConfiguration {
  47489. private _isRefractionEnabled;
  47490. /**
  47491. * Defines if the refraction is enabled in the material.
  47492. */
  47493. isRefractionEnabled: boolean;
  47494. private _isTranslucencyEnabled;
  47495. /**
  47496. * Defines if the translucency is enabled in the material.
  47497. */
  47498. isTranslucencyEnabled: boolean;
  47499. private _isScatteringEnabled;
  47500. /**
  47501. * Defines the refraction intensity of the material.
  47502. * The refraction when enabled replaces the Diffuse part of the material.
  47503. * The intensity helps transitionning between diffuse and refraction.
  47504. */
  47505. refractionIntensity: number;
  47506. /**
  47507. * Defines the translucency intensity of the material.
  47508. * When translucency has been enabled, this defines how much of the "translucency"
  47509. * is addded to the diffuse part of the material.
  47510. */
  47511. translucencyIntensity: number;
  47512. /**
  47513. * Defines the scattering intensity of the material.
  47514. * When scattering has been enabled, this defines how much of the "scattered light"
  47515. * is addded to the diffuse part of the material.
  47516. */
  47517. scatteringIntensity: number;
  47518. private _thicknessTexture;
  47519. /**
  47520. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47521. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47522. * 0 would mean minimumThickness
  47523. * 1 would mean maximumThickness
  47524. * The other channels might be use as a mask to vary the different effects intensity.
  47525. */
  47526. thicknessTexture: Nullable<BaseTexture>;
  47527. private _refractionTexture;
  47528. /**
  47529. * Defines the texture to use for refraction.
  47530. */
  47531. refractionTexture: Nullable<BaseTexture>;
  47532. private _indexOfRefraction;
  47533. /**
  47534. * Defines the index of refraction used in the material.
  47535. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47536. */
  47537. indexOfRefraction: number;
  47538. private _invertRefractionY;
  47539. /**
  47540. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47541. */
  47542. invertRefractionY: boolean;
  47543. private _linkRefractionWithTransparency;
  47544. /**
  47545. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47546. * Materials half opaque for instance using refraction could benefit from this control.
  47547. */
  47548. linkRefractionWithTransparency: boolean;
  47549. /**
  47550. * Defines the minimum thickness stored in the thickness map.
  47551. * If no thickness map is defined, this value will be used to simulate thickness.
  47552. */
  47553. minimumThickness: number;
  47554. /**
  47555. * Defines the maximum thickness stored in the thickness map.
  47556. */
  47557. maximumThickness: number;
  47558. /**
  47559. * Defines the volume tint of the material.
  47560. * This is used for both translucency and scattering.
  47561. */
  47562. tintColor: Color3;
  47563. /**
  47564. * Defines the distance at which the tint color should be found in the media.
  47565. * This is used for refraction only.
  47566. */
  47567. tintColorAtDistance: number;
  47568. /**
  47569. * Defines how far each channel transmit through the media.
  47570. * It is defined as a color to simplify it selection.
  47571. */
  47572. diffusionDistance: Color3;
  47573. private _useMaskFromThicknessTexture;
  47574. /**
  47575. * Stores the intensity of the different subsurface effects in the thickness texture.
  47576. * * the green channel is the translucency intensity.
  47577. * * the blue channel is the scattering intensity.
  47578. * * the alpha channel is the refraction intensity.
  47579. */
  47580. useMaskFromThicknessTexture: boolean;
  47581. /** @hidden */
  47582. private _internalMarkAllSubMeshesAsTexturesDirty;
  47583. /** @hidden */
  47584. _markAllSubMeshesAsTexturesDirty(): void;
  47585. /**
  47586. * Instantiate a new istance of sub surface configuration.
  47587. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47588. */
  47589. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47590. /**
  47591. * Gets wehter the submesh is ready to be used or not.
  47592. * @param defines the list of "defines" to update.
  47593. * @param scene defines the scene the material belongs to.
  47594. * @returns - boolean indicating that the submesh is ready or not.
  47595. */
  47596. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47597. /**
  47598. * Checks to see if a texture is used in the material.
  47599. * @param defines the list of "defines" to update.
  47600. * @param scene defines the scene to the material belongs to.
  47601. */
  47602. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47603. /**
  47604. * Binds the material data.
  47605. * @param uniformBuffer defines the Uniform buffer to fill in.
  47606. * @param scene defines the scene the material belongs to.
  47607. * @param engine defines the engine the material belongs to.
  47608. * @param isFrozen defines wether the material is frozen or not.
  47609. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47610. */
  47611. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47612. /**
  47613. * Unbinds the material from the mesh.
  47614. * @param activeEffect defines the effect that should be unbound from.
  47615. * @returns true if unbound, otherwise false
  47616. */
  47617. unbind(activeEffect: Effect): boolean;
  47618. /**
  47619. * Returns the texture used for refraction or null if none is used.
  47620. * @param scene defines the scene the material belongs to.
  47621. * @returns - Refraction texture if present. If no refraction texture and refraction
  47622. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47623. */
  47624. private _getRefractionTexture;
  47625. /**
  47626. * Returns true if alpha blending should be disabled.
  47627. */
  47628. readonly disableAlphaBlending: boolean;
  47629. /**
  47630. * Fills the list of render target textures.
  47631. * @param renderTargets the list of render targets to update
  47632. */
  47633. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47634. /**
  47635. * Checks to see if a texture is used in the material.
  47636. * @param texture - Base texture to use.
  47637. * @returns - Boolean specifying if a texture is used in the material.
  47638. */
  47639. hasTexture(texture: BaseTexture): boolean;
  47640. /**
  47641. * Gets a boolean indicating that current material needs to register RTT
  47642. * @returns true if this uses a render target otherwise false.
  47643. */
  47644. hasRenderTargetTextures(): boolean;
  47645. /**
  47646. * Returns an array of the actively used textures.
  47647. * @param activeTextures Array of BaseTextures
  47648. */
  47649. getActiveTextures(activeTextures: BaseTexture[]): void;
  47650. /**
  47651. * Returns the animatable textures.
  47652. * @param animatables Array of animatable textures.
  47653. */
  47654. getAnimatables(animatables: IAnimatable[]): void;
  47655. /**
  47656. * Disposes the resources of the material.
  47657. * @param forceDisposeTextures - Forces the disposal of all textures.
  47658. */
  47659. dispose(forceDisposeTextures?: boolean): void;
  47660. /**
  47661. * Get the current class name of the texture useful for serialization or dynamic coding.
  47662. * @returns "PBRSubSurfaceConfiguration"
  47663. */
  47664. getClassName(): string;
  47665. /**
  47666. * Add fallbacks to the effect fallbacks list.
  47667. * @param defines defines the Base texture to use.
  47668. * @param fallbacks defines the current fallback list.
  47669. * @param currentRank defines the current fallback rank.
  47670. * @returns the new fallback rank.
  47671. */
  47672. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47673. /**
  47674. * Add the required uniforms to the current list.
  47675. * @param uniforms defines the current uniform list.
  47676. */
  47677. static AddUniforms(uniforms: string[]): void;
  47678. /**
  47679. * Add the required samplers to the current list.
  47680. * @param samplers defines the current sampler list.
  47681. */
  47682. static AddSamplers(samplers: string[]): void;
  47683. /**
  47684. * Add the required uniforms to the current buffer.
  47685. * @param uniformBuffer defines the current uniform buffer.
  47686. */
  47687. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47688. /**
  47689. * Makes a duplicate of the current configuration into another one.
  47690. * @param configuration define the config where to copy the info
  47691. */
  47692. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47693. /**
  47694. * Serializes this Sub Surface configuration.
  47695. * @returns - An object with the serialized config.
  47696. */
  47697. serialize(): any;
  47698. /**
  47699. * Parses a anisotropy Configuration from a serialized object.
  47700. * @param source - Serialized object.
  47701. * @param scene Defines the scene we are parsing for
  47702. * @param rootUrl Defines the rootUrl to load from
  47703. */
  47704. parse(source: any, scene: Scene, rootUrl: string): void;
  47705. }
  47706. }
  47707. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47708. /** @hidden */
  47709. export var pbrFragmentDeclaration: {
  47710. name: string;
  47711. shader: string;
  47712. };
  47713. }
  47714. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47715. /** @hidden */
  47716. export var pbrUboDeclaration: {
  47717. name: string;
  47718. shader: string;
  47719. };
  47720. }
  47721. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47722. /** @hidden */
  47723. export var pbrFragmentExtraDeclaration: {
  47724. name: string;
  47725. shader: string;
  47726. };
  47727. }
  47728. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47729. /** @hidden */
  47730. export var pbrFragmentSamplersDeclaration: {
  47731. name: string;
  47732. shader: string;
  47733. };
  47734. }
  47735. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47736. /** @hidden */
  47737. export var pbrHelperFunctions: {
  47738. name: string;
  47739. shader: string;
  47740. };
  47741. }
  47742. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47743. /** @hidden */
  47744. export var harmonicsFunctions: {
  47745. name: string;
  47746. shader: string;
  47747. };
  47748. }
  47749. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47750. /** @hidden */
  47751. export var pbrDirectLightingSetupFunctions: {
  47752. name: string;
  47753. shader: string;
  47754. };
  47755. }
  47756. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47757. /** @hidden */
  47758. export var pbrDirectLightingFalloffFunctions: {
  47759. name: string;
  47760. shader: string;
  47761. };
  47762. }
  47763. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47764. /** @hidden */
  47765. export var pbrBRDFFunctions: {
  47766. name: string;
  47767. shader: string;
  47768. };
  47769. }
  47770. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47771. /** @hidden */
  47772. export var pbrDirectLightingFunctions: {
  47773. name: string;
  47774. shader: string;
  47775. };
  47776. }
  47777. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47778. /** @hidden */
  47779. export var pbrIBLFunctions: {
  47780. name: string;
  47781. shader: string;
  47782. };
  47783. }
  47784. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47785. /** @hidden */
  47786. export var pbrDebug: {
  47787. name: string;
  47788. shader: string;
  47789. };
  47790. }
  47791. declare module "babylonjs/Shaders/pbr.fragment" {
  47792. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47793. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47794. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47795. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47796. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47797. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47798. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47799. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47800. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47801. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47802. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47803. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47804. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47805. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47806. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47807. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47808. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47809. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47810. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47811. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47812. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47813. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47814. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47815. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47816. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47817. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47818. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47819. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47820. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47821. /** @hidden */
  47822. export var pbrPixelShader: {
  47823. name: string;
  47824. shader: string;
  47825. };
  47826. }
  47827. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47828. /** @hidden */
  47829. export var pbrVertexDeclaration: {
  47830. name: string;
  47831. shader: string;
  47832. };
  47833. }
  47834. declare module "babylonjs/Shaders/pbr.vertex" {
  47835. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47836. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47837. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47838. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47839. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47840. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47841. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47842. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47843. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47844. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47845. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47846. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47847. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47848. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47849. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47850. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47851. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47852. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47853. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47854. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47855. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47856. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47857. /** @hidden */
  47858. export var pbrVertexShader: {
  47859. name: string;
  47860. shader: string;
  47861. };
  47862. }
  47863. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47864. import { Nullable } from "babylonjs/types";
  47865. import { Scene } from "babylonjs/scene";
  47866. import { Matrix } from "babylonjs/Maths/math.vector";
  47867. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47868. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47869. import { Mesh } from "babylonjs/Meshes/mesh";
  47870. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47871. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47872. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47873. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47874. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47875. import { Color3 } from "babylonjs/Maths/math.color";
  47876. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47877. import { Material } from "babylonjs/Materials/material";
  47878. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  47879. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47880. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47881. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47882. import "babylonjs/Shaders/pbr.fragment";
  47883. import "babylonjs/Shaders/pbr.vertex";
  47884. /**
  47885. * Manages the defines for the PBR Material.
  47886. * @hidden
  47887. */
  47888. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  47889. PBR: boolean;
  47890. MAINUV1: boolean;
  47891. MAINUV2: boolean;
  47892. UV1: boolean;
  47893. UV2: boolean;
  47894. ALBEDO: boolean;
  47895. ALBEDODIRECTUV: number;
  47896. VERTEXCOLOR: boolean;
  47897. AMBIENT: boolean;
  47898. AMBIENTDIRECTUV: number;
  47899. AMBIENTINGRAYSCALE: boolean;
  47900. OPACITY: boolean;
  47901. VERTEXALPHA: boolean;
  47902. OPACITYDIRECTUV: number;
  47903. OPACITYRGB: boolean;
  47904. ALPHATEST: boolean;
  47905. DEPTHPREPASS: boolean;
  47906. ALPHABLEND: boolean;
  47907. ALPHAFROMALBEDO: boolean;
  47908. ALPHATESTVALUE: string;
  47909. SPECULAROVERALPHA: boolean;
  47910. RADIANCEOVERALPHA: boolean;
  47911. ALPHAFRESNEL: boolean;
  47912. LINEARALPHAFRESNEL: boolean;
  47913. PREMULTIPLYALPHA: boolean;
  47914. EMISSIVE: boolean;
  47915. EMISSIVEDIRECTUV: number;
  47916. REFLECTIVITY: boolean;
  47917. REFLECTIVITYDIRECTUV: number;
  47918. SPECULARTERM: boolean;
  47919. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  47920. MICROSURFACEAUTOMATIC: boolean;
  47921. LODBASEDMICROSFURACE: boolean;
  47922. MICROSURFACEMAP: boolean;
  47923. MICROSURFACEMAPDIRECTUV: number;
  47924. METALLICWORKFLOW: boolean;
  47925. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  47926. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  47927. METALLNESSSTOREINMETALMAPBLUE: boolean;
  47928. AOSTOREINMETALMAPRED: boolean;
  47929. ENVIRONMENTBRDF: boolean;
  47930. ENVIRONMENTBRDF_RGBD: boolean;
  47931. NORMAL: boolean;
  47932. TANGENT: boolean;
  47933. BUMP: boolean;
  47934. BUMPDIRECTUV: number;
  47935. OBJECTSPACE_NORMALMAP: boolean;
  47936. PARALLAX: boolean;
  47937. PARALLAXOCCLUSION: boolean;
  47938. NORMALXYSCALE: boolean;
  47939. LIGHTMAP: boolean;
  47940. LIGHTMAPDIRECTUV: number;
  47941. USELIGHTMAPASSHADOWMAP: boolean;
  47942. GAMMALIGHTMAP: boolean;
  47943. REFLECTION: boolean;
  47944. REFLECTIONMAP_3D: boolean;
  47945. REFLECTIONMAP_SPHERICAL: boolean;
  47946. REFLECTIONMAP_PLANAR: boolean;
  47947. REFLECTIONMAP_CUBIC: boolean;
  47948. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  47949. REFLECTIONMAP_PROJECTION: boolean;
  47950. REFLECTIONMAP_SKYBOX: boolean;
  47951. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  47952. REFLECTIONMAP_EXPLICIT: boolean;
  47953. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  47954. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  47955. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  47956. INVERTCUBICMAP: boolean;
  47957. USESPHERICALFROMREFLECTIONMAP: boolean;
  47958. USEIRRADIANCEMAP: boolean;
  47959. SPHERICAL_HARMONICS: boolean;
  47960. USESPHERICALINVERTEX: boolean;
  47961. REFLECTIONMAP_OPPOSITEZ: boolean;
  47962. LODINREFLECTIONALPHA: boolean;
  47963. GAMMAREFLECTION: boolean;
  47964. RGBDREFLECTION: boolean;
  47965. LINEARSPECULARREFLECTION: boolean;
  47966. RADIANCEOCCLUSION: boolean;
  47967. HORIZONOCCLUSION: boolean;
  47968. INSTANCES: boolean;
  47969. NUM_BONE_INFLUENCERS: number;
  47970. BonesPerMesh: number;
  47971. BONETEXTURE: boolean;
  47972. NONUNIFORMSCALING: boolean;
  47973. MORPHTARGETS: boolean;
  47974. MORPHTARGETS_NORMAL: boolean;
  47975. MORPHTARGETS_TANGENT: boolean;
  47976. MORPHTARGETS_UV: boolean;
  47977. NUM_MORPH_INFLUENCERS: number;
  47978. IMAGEPROCESSING: boolean;
  47979. VIGNETTE: boolean;
  47980. VIGNETTEBLENDMODEMULTIPLY: boolean;
  47981. VIGNETTEBLENDMODEOPAQUE: boolean;
  47982. TONEMAPPING: boolean;
  47983. TONEMAPPING_ACES: boolean;
  47984. CONTRAST: boolean;
  47985. COLORCURVES: boolean;
  47986. COLORGRADING: boolean;
  47987. COLORGRADING3D: boolean;
  47988. SAMPLER3DGREENDEPTH: boolean;
  47989. SAMPLER3DBGRMAP: boolean;
  47990. IMAGEPROCESSINGPOSTPROCESS: boolean;
  47991. EXPOSURE: boolean;
  47992. MULTIVIEW: boolean;
  47993. USEPHYSICALLIGHTFALLOFF: boolean;
  47994. USEGLTFLIGHTFALLOFF: boolean;
  47995. TWOSIDEDLIGHTING: boolean;
  47996. SHADOWFLOAT: boolean;
  47997. CLIPPLANE: boolean;
  47998. CLIPPLANE2: boolean;
  47999. CLIPPLANE3: boolean;
  48000. CLIPPLANE4: boolean;
  48001. POINTSIZE: boolean;
  48002. FOG: boolean;
  48003. LOGARITHMICDEPTH: boolean;
  48004. FORCENORMALFORWARD: boolean;
  48005. SPECULARAA: boolean;
  48006. CLEARCOAT: boolean;
  48007. CLEARCOAT_DEFAULTIOR: boolean;
  48008. CLEARCOAT_TEXTURE: boolean;
  48009. CLEARCOAT_TEXTUREDIRECTUV: number;
  48010. CLEARCOAT_BUMP: boolean;
  48011. CLEARCOAT_BUMPDIRECTUV: number;
  48012. CLEARCOAT_TINT: boolean;
  48013. CLEARCOAT_TINT_TEXTURE: boolean;
  48014. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48015. ANISOTROPIC: boolean;
  48016. ANISOTROPIC_TEXTURE: boolean;
  48017. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48018. BRDF_V_HEIGHT_CORRELATED: boolean;
  48019. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48020. SHEEN: boolean;
  48021. SHEEN_TEXTURE: boolean;
  48022. SHEEN_TEXTUREDIRECTUV: number;
  48023. SHEEN_LINKWITHALBEDO: boolean;
  48024. SUBSURFACE: boolean;
  48025. SS_REFRACTION: boolean;
  48026. SS_TRANSLUCENCY: boolean;
  48027. SS_SCATERRING: boolean;
  48028. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48029. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48030. SS_REFRACTIONMAP_3D: boolean;
  48031. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48032. SS_LODINREFRACTIONALPHA: boolean;
  48033. SS_GAMMAREFRACTION: boolean;
  48034. SS_RGBDREFRACTION: boolean;
  48035. SS_LINEARSPECULARREFRACTION: boolean;
  48036. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48037. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48038. UNLIT: boolean;
  48039. DEBUGMODE: number;
  48040. /**
  48041. * Initializes the PBR Material defines.
  48042. */
  48043. constructor();
  48044. /**
  48045. * Resets the PBR Material defines.
  48046. */
  48047. reset(): void;
  48048. }
  48049. /**
  48050. * The Physically based material base class of BJS.
  48051. *
  48052. * This offers the main features of a standard PBR material.
  48053. * For more information, please refer to the documentation :
  48054. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48055. */
  48056. export abstract class PBRBaseMaterial extends PushMaterial {
  48057. /**
  48058. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48059. */
  48060. static readonly PBRMATERIAL_OPAQUE: number;
  48061. /**
  48062. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48063. */
  48064. static readonly PBRMATERIAL_ALPHATEST: number;
  48065. /**
  48066. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48067. */
  48068. static readonly PBRMATERIAL_ALPHABLEND: number;
  48069. /**
  48070. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48071. * They are also discarded below the alpha cutoff threshold to improve performances.
  48072. */
  48073. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48074. /**
  48075. * Defines the default value of how much AO map is occluding the analytical lights
  48076. * (point spot...).
  48077. */
  48078. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48079. /**
  48080. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48081. */
  48082. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48083. /**
  48084. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48085. * to enhance interoperability with other engines.
  48086. */
  48087. static readonly LIGHTFALLOFF_GLTF: number;
  48088. /**
  48089. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48090. * to enhance interoperability with other materials.
  48091. */
  48092. static readonly LIGHTFALLOFF_STANDARD: number;
  48093. /**
  48094. * Intensity of the direct lights e.g. the four lights available in your scene.
  48095. * This impacts both the direct diffuse and specular highlights.
  48096. */
  48097. protected _directIntensity: number;
  48098. /**
  48099. * Intensity of the emissive part of the material.
  48100. * This helps controlling the emissive effect without modifying the emissive color.
  48101. */
  48102. protected _emissiveIntensity: number;
  48103. /**
  48104. * Intensity of the environment e.g. how much the environment will light the object
  48105. * either through harmonics for rough material or through the refelction for shiny ones.
  48106. */
  48107. protected _environmentIntensity: number;
  48108. /**
  48109. * This is a special control allowing the reduction of the specular highlights coming from the
  48110. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48111. */
  48112. protected _specularIntensity: number;
  48113. /**
  48114. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48115. */
  48116. private _lightingInfos;
  48117. /**
  48118. * Debug Control allowing disabling the bump map on this material.
  48119. */
  48120. protected _disableBumpMap: boolean;
  48121. /**
  48122. * AKA Diffuse Texture in standard nomenclature.
  48123. */
  48124. protected _albedoTexture: Nullable<BaseTexture>;
  48125. /**
  48126. * AKA Occlusion Texture in other nomenclature.
  48127. */
  48128. protected _ambientTexture: Nullable<BaseTexture>;
  48129. /**
  48130. * AKA Occlusion Texture Intensity in other nomenclature.
  48131. */
  48132. protected _ambientTextureStrength: number;
  48133. /**
  48134. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48135. * 1 means it completely occludes it
  48136. * 0 mean it has no impact
  48137. */
  48138. protected _ambientTextureImpactOnAnalyticalLights: number;
  48139. /**
  48140. * Stores the alpha values in a texture.
  48141. */
  48142. protected _opacityTexture: Nullable<BaseTexture>;
  48143. /**
  48144. * Stores the reflection values in a texture.
  48145. */
  48146. protected _reflectionTexture: Nullable<BaseTexture>;
  48147. /**
  48148. * Stores the emissive values in a texture.
  48149. */
  48150. protected _emissiveTexture: Nullable<BaseTexture>;
  48151. /**
  48152. * AKA Specular texture in other nomenclature.
  48153. */
  48154. protected _reflectivityTexture: Nullable<BaseTexture>;
  48155. /**
  48156. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48157. */
  48158. protected _metallicTexture: Nullable<BaseTexture>;
  48159. /**
  48160. * Specifies the metallic scalar of the metallic/roughness workflow.
  48161. * Can also be used to scale the metalness values of the metallic texture.
  48162. */
  48163. protected _metallic: Nullable<number>;
  48164. /**
  48165. * Specifies the roughness scalar of the metallic/roughness workflow.
  48166. * Can also be used to scale the roughness values of the metallic texture.
  48167. */
  48168. protected _roughness: Nullable<number>;
  48169. /**
  48170. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48171. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48172. */
  48173. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48174. /**
  48175. * Stores surface normal data used to displace a mesh in a texture.
  48176. */
  48177. protected _bumpTexture: Nullable<BaseTexture>;
  48178. /**
  48179. * Stores the pre-calculated light information of a mesh in a texture.
  48180. */
  48181. protected _lightmapTexture: Nullable<BaseTexture>;
  48182. /**
  48183. * The color of a material in ambient lighting.
  48184. */
  48185. protected _ambientColor: Color3;
  48186. /**
  48187. * AKA Diffuse Color in other nomenclature.
  48188. */
  48189. protected _albedoColor: Color3;
  48190. /**
  48191. * AKA Specular Color in other nomenclature.
  48192. */
  48193. protected _reflectivityColor: Color3;
  48194. /**
  48195. * The color applied when light is reflected from a material.
  48196. */
  48197. protected _reflectionColor: Color3;
  48198. /**
  48199. * The color applied when light is emitted from a material.
  48200. */
  48201. protected _emissiveColor: Color3;
  48202. /**
  48203. * AKA Glossiness in other nomenclature.
  48204. */
  48205. protected _microSurface: number;
  48206. /**
  48207. * Specifies that the material will use the light map as a show map.
  48208. */
  48209. protected _useLightmapAsShadowmap: boolean;
  48210. /**
  48211. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48212. * makes the reflect vector face the model (under horizon).
  48213. */
  48214. protected _useHorizonOcclusion: boolean;
  48215. /**
  48216. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48217. * too much the area relying on ambient texture to define their ambient occlusion.
  48218. */
  48219. protected _useRadianceOcclusion: boolean;
  48220. /**
  48221. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48222. */
  48223. protected _useAlphaFromAlbedoTexture: boolean;
  48224. /**
  48225. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48226. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48227. */
  48228. protected _useSpecularOverAlpha: boolean;
  48229. /**
  48230. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48231. */
  48232. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48233. /**
  48234. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48235. */
  48236. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48237. /**
  48238. * Specifies if the metallic texture contains the roughness information in its green channel.
  48239. */
  48240. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48241. /**
  48242. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48243. */
  48244. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48245. /**
  48246. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48247. */
  48248. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48249. /**
  48250. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48251. */
  48252. protected _useAmbientInGrayScale: boolean;
  48253. /**
  48254. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48255. * The material will try to infer what glossiness each pixel should be.
  48256. */
  48257. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48258. /**
  48259. * Defines the falloff type used in this material.
  48260. * It by default is Physical.
  48261. */
  48262. protected _lightFalloff: number;
  48263. /**
  48264. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48265. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48266. */
  48267. protected _useRadianceOverAlpha: boolean;
  48268. /**
  48269. * Allows using an object space normal map (instead of tangent space).
  48270. */
  48271. protected _useObjectSpaceNormalMap: boolean;
  48272. /**
  48273. * Allows using the bump map in parallax mode.
  48274. */
  48275. protected _useParallax: boolean;
  48276. /**
  48277. * Allows using the bump map in parallax occlusion mode.
  48278. */
  48279. protected _useParallaxOcclusion: boolean;
  48280. /**
  48281. * Controls the scale bias of the parallax mode.
  48282. */
  48283. protected _parallaxScaleBias: number;
  48284. /**
  48285. * If sets to true, disables all the lights affecting the material.
  48286. */
  48287. protected _disableLighting: boolean;
  48288. /**
  48289. * Number of Simultaneous lights allowed on the material.
  48290. */
  48291. protected _maxSimultaneousLights: number;
  48292. /**
  48293. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48294. */
  48295. protected _invertNormalMapX: boolean;
  48296. /**
  48297. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48298. */
  48299. protected _invertNormalMapY: boolean;
  48300. /**
  48301. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48302. */
  48303. protected _twoSidedLighting: boolean;
  48304. /**
  48305. * Defines the alpha limits in alpha test mode.
  48306. */
  48307. protected _alphaCutOff: number;
  48308. /**
  48309. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48310. */
  48311. protected _forceAlphaTest: boolean;
  48312. /**
  48313. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48314. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48315. */
  48316. protected _useAlphaFresnel: boolean;
  48317. /**
  48318. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48319. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48320. */
  48321. protected _useLinearAlphaFresnel: boolean;
  48322. /**
  48323. * The transparency mode of the material.
  48324. */
  48325. protected _transparencyMode: Nullable<number>;
  48326. /**
  48327. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48328. * from cos thetav and roughness:
  48329. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48330. */
  48331. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48332. /**
  48333. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48334. */
  48335. protected _forceIrradianceInFragment: boolean;
  48336. /**
  48337. * Force normal to face away from face.
  48338. */
  48339. protected _forceNormalForward: boolean;
  48340. /**
  48341. * Enables specular anti aliasing in the PBR shader.
  48342. * It will both interacts on the Geometry for analytical and IBL lighting.
  48343. * It also prefilter the roughness map based on the bump values.
  48344. */
  48345. protected _enableSpecularAntiAliasing: boolean;
  48346. /**
  48347. * Default configuration related to image processing available in the PBR Material.
  48348. */
  48349. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48350. /**
  48351. * Keep track of the image processing observer to allow dispose and replace.
  48352. */
  48353. private _imageProcessingObserver;
  48354. /**
  48355. * Attaches a new image processing configuration to the PBR Material.
  48356. * @param configuration
  48357. */
  48358. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48359. /**
  48360. * Stores the available render targets.
  48361. */
  48362. private _renderTargets;
  48363. /**
  48364. * Sets the global ambient color for the material used in lighting calculations.
  48365. */
  48366. private _globalAmbientColor;
  48367. /**
  48368. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48369. */
  48370. private _useLogarithmicDepth;
  48371. /**
  48372. * If set to true, no lighting calculations will be applied.
  48373. */
  48374. private _unlit;
  48375. private _debugMode;
  48376. /**
  48377. * @hidden
  48378. * This is reserved for the inspector.
  48379. * Defines the material debug mode.
  48380. * It helps seeing only some components of the material while troubleshooting.
  48381. */
  48382. debugMode: number;
  48383. /**
  48384. * @hidden
  48385. * This is reserved for the inspector.
  48386. * Specify from where on screen the debug mode should start.
  48387. * The value goes from -1 (full screen) to 1 (not visible)
  48388. * It helps with side by side comparison against the final render
  48389. * This defaults to -1
  48390. */
  48391. private debugLimit;
  48392. /**
  48393. * @hidden
  48394. * This is reserved for the inspector.
  48395. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48396. * You can use the factor to better multiply the final value.
  48397. */
  48398. private debugFactor;
  48399. /**
  48400. * Defines the clear coat layer parameters for the material.
  48401. */
  48402. readonly clearCoat: PBRClearCoatConfiguration;
  48403. /**
  48404. * Defines the anisotropic parameters for the material.
  48405. */
  48406. readonly anisotropy: PBRAnisotropicConfiguration;
  48407. /**
  48408. * Defines the BRDF parameters for the material.
  48409. */
  48410. readonly brdf: PBRBRDFConfiguration;
  48411. /**
  48412. * Defines the Sheen parameters for the material.
  48413. */
  48414. readonly sheen: PBRSheenConfiguration;
  48415. /**
  48416. * Defines the SubSurface parameters for the material.
  48417. */
  48418. readonly subSurface: PBRSubSurfaceConfiguration;
  48419. /**
  48420. * Custom callback helping to override the default shader used in the material.
  48421. */
  48422. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48423. /**
  48424. * Instantiates a new PBRMaterial instance.
  48425. *
  48426. * @param name The material name
  48427. * @param scene The scene the material will be use in.
  48428. */
  48429. constructor(name: string, scene: Scene);
  48430. /**
  48431. * Gets a boolean indicating that current material needs to register RTT
  48432. */
  48433. readonly hasRenderTargetTextures: boolean;
  48434. /**
  48435. * Gets the name of the material class.
  48436. */
  48437. getClassName(): string;
  48438. /**
  48439. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48440. */
  48441. /**
  48442. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48443. */
  48444. useLogarithmicDepth: boolean;
  48445. /**
  48446. * Gets the current transparency mode.
  48447. */
  48448. /**
  48449. * Sets the transparency mode of the material.
  48450. *
  48451. * | Value | Type | Description |
  48452. * | ----- | ----------------------------------- | ----------- |
  48453. * | 0 | OPAQUE | |
  48454. * | 1 | ALPHATEST | |
  48455. * | 2 | ALPHABLEND | |
  48456. * | 3 | ALPHATESTANDBLEND | |
  48457. *
  48458. */
  48459. transparencyMode: Nullable<number>;
  48460. /**
  48461. * Returns true if alpha blending should be disabled.
  48462. */
  48463. private readonly _disableAlphaBlending;
  48464. /**
  48465. * Specifies whether or not this material should be rendered in alpha blend mode.
  48466. */
  48467. needAlphaBlending(): boolean;
  48468. /**
  48469. * Specifies if the mesh will require alpha blending.
  48470. * @param mesh - BJS mesh.
  48471. */
  48472. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48473. /**
  48474. * Specifies whether or not this material should be rendered in alpha test mode.
  48475. */
  48476. needAlphaTesting(): boolean;
  48477. /**
  48478. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48479. */
  48480. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48481. /**
  48482. * Gets the texture used for the alpha test.
  48483. */
  48484. getAlphaTestTexture(): Nullable<BaseTexture>;
  48485. /**
  48486. * Specifies that the submesh is ready to be used.
  48487. * @param mesh - BJS mesh.
  48488. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48489. * @param useInstances - Specifies that instances should be used.
  48490. * @returns - boolean indicating that the submesh is ready or not.
  48491. */
  48492. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48493. /**
  48494. * Specifies if the material uses metallic roughness workflow.
  48495. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48496. */
  48497. isMetallicWorkflow(): boolean;
  48498. private _prepareEffect;
  48499. private _prepareDefines;
  48500. /**
  48501. * Force shader compilation
  48502. */
  48503. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48504. clipPlane: boolean;
  48505. }>): void;
  48506. /**
  48507. * Initializes the uniform buffer layout for the shader.
  48508. */
  48509. buildUniformLayout(): void;
  48510. /**
  48511. * Unbinds the material from the mesh
  48512. */
  48513. unbind(): void;
  48514. /**
  48515. * Binds the submesh data.
  48516. * @param world - The world matrix.
  48517. * @param mesh - The BJS mesh.
  48518. * @param subMesh - A submesh of the BJS mesh.
  48519. */
  48520. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48521. /**
  48522. * Returns the animatable textures.
  48523. * @returns - Array of animatable textures.
  48524. */
  48525. getAnimatables(): IAnimatable[];
  48526. /**
  48527. * Returns the texture used for reflections.
  48528. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48529. */
  48530. private _getReflectionTexture;
  48531. /**
  48532. * Returns an array of the actively used textures.
  48533. * @returns - Array of BaseTextures
  48534. */
  48535. getActiveTextures(): BaseTexture[];
  48536. /**
  48537. * Checks to see if a texture is used in the material.
  48538. * @param texture - Base texture to use.
  48539. * @returns - Boolean specifying if a texture is used in the material.
  48540. */
  48541. hasTexture(texture: BaseTexture): boolean;
  48542. /**
  48543. * Disposes the resources of the material.
  48544. * @param forceDisposeEffect - Forces the disposal of effects.
  48545. * @param forceDisposeTextures - Forces the disposal of all textures.
  48546. */
  48547. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48548. }
  48549. }
  48550. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48551. import { Nullable } from "babylonjs/types";
  48552. import { Scene } from "babylonjs/scene";
  48553. import { Color3 } from "babylonjs/Maths/math.color";
  48554. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48555. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48557. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48558. /**
  48559. * The Physically based material of BJS.
  48560. *
  48561. * This offers the main features of a standard PBR material.
  48562. * For more information, please refer to the documentation :
  48563. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48564. */
  48565. export class PBRMaterial extends PBRBaseMaterial {
  48566. /**
  48567. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48568. */
  48569. static readonly PBRMATERIAL_OPAQUE: number;
  48570. /**
  48571. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48572. */
  48573. static readonly PBRMATERIAL_ALPHATEST: number;
  48574. /**
  48575. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48576. */
  48577. static readonly PBRMATERIAL_ALPHABLEND: number;
  48578. /**
  48579. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48580. * They are also discarded below the alpha cutoff threshold to improve performances.
  48581. */
  48582. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48583. /**
  48584. * Defines the default value of how much AO map is occluding the analytical lights
  48585. * (point spot...).
  48586. */
  48587. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48588. /**
  48589. * Intensity of the direct lights e.g. the four lights available in your scene.
  48590. * This impacts both the direct diffuse and specular highlights.
  48591. */
  48592. directIntensity: number;
  48593. /**
  48594. * Intensity of the emissive part of the material.
  48595. * This helps controlling the emissive effect without modifying the emissive color.
  48596. */
  48597. emissiveIntensity: number;
  48598. /**
  48599. * Intensity of the environment e.g. how much the environment will light the object
  48600. * either through harmonics for rough material or through the refelction for shiny ones.
  48601. */
  48602. environmentIntensity: number;
  48603. /**
  48604. * This is a special control allowing the reduction of the specular highlights coming from the
  48605. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48606. */
  48607. specularIntensity: number;
  48608. /**
  48609. * Debug Control allowing disabling the bump map on this material.
  48610. */
  48611. disableBumpMap: boolean;
  48612. /**
  48613. * AKA Diffuse Texture in standard nomenclature.
  48614. */
  48615. albedoTexture: BaseTexture;
  48616. /**
  48617. * AKA Occlusion Texture in other nomenclature.
  48618. */
  48619. ambientTexture: BaseTexture;
  48620. /**
  48621. * AKA Occlusion Texture Intensity in other nomenclature.
  48622. */
  48623. ambientTextureStrength: number;
  48624. /**
  48625. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48626. * 1 means it completely occludes it
  48627. * 0 mean it has no impact
  48628. */
  48629. ambientTextureImpactOnAnalyticalLights: number;
  48630. /**
  48631. * Stores the alpha values in a texture.
  48632. */
  48633. opacityTexture: BaseTexture;
  48634. /**
  48635. * Stores the reflection values in a texture.
  48636. */
  48637. reflectionTexture: Nullable<BaseTexture>;
  48638. /**
  48639. * Stores the emissive values in a texture.
  48640. */
  48641. emissiveTexture: BaseTexture;
  48642. /**
  48643. * AKA Specular texture in other nomenclature.
  48644. */
  48645. reflectivityTexture: BaseTexture;
  48646. /**
  48647. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48648. */
  48649. metallicTexture: BaseTexture;
  48650. /**
  48651. * Specifies the metallic scalar of the metallic/roughness workflow.
  48652. * Can also be used to scale the metalness values of the metallic texture.
  48653. */
  48654. metallic: Nullable<number>;
  48655. /**
  48656. * Specifies the roughness scalar of the metallic/roughness workflow.
  48657. * Can also be used to scale the roughness values of the metallic texture.
  48658. */
  48659. roughness: Nullable<number>;
  48660. /**
  48661. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48662. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48663. */
  48664. microSurfaceTexture: BaseTexture;
  48665. /**
  48666. * Stores surface normal data used to displace a mesh in a texture.
  48667. */
  48668. bumpTexture: BaseTexture;
  48669. /**
  48670. * Stores the pre-calculated light information of a mesh in a texture.
  48671. */
  48672. lightmapTexture: BaseTexture;
  48673. /**
  48674. * Stores the refracted light information in a texture.
  48675. */
  48676. refractionTexture: Nullable<BaseTexture>;
  48677. /**
  48678. * The color of a material in ambient lighting.
  48679. */
  48680. ambientColor: Color3;
  48681. /**
  48682. * AKA Diffuse Color in other nomenclature.
  48683. */
  48684. albedoColor: Color3;
  48685. /**
  48686. * AKA Specular Color in other nomenclature.
  48687. */
  48688. reflectivityColor: Color3;
  48689. /**
  48690. * The color reflected from the material.
  48691. */
  48692. reflectionColor: Color3;
  48693. /**
  48694. * The color emitted from the material.
  48695. */
  48696. emissiveColor: Color3;
  48697. /**
  48698. * AKA Glossiness in other nomenclature.
  48699. */
  48700. microSurface: number;
  48701. /**
  48702. * source material index of refraction (IOR)' / 'destination material IOR.
  48703. */
  48704. indexOfRefraction: number;
  48705. /**
  48706. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48707. */
  48708. invertRefractionY: boolean;
  48709. /**
  48710. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48711. * Materials half opaque for instance using refraction could benefit from this control.
  48712. */
  48713. linkRefractionWithTransparency: boolean;
  48714. /**
  48715. * If true, the light map contains occlusion information instead of lighting info.
  48716. */
  48717. useLightmapAsShadowmap: boolean;
  48718. /**
  48719. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48720. */
  48721. useAlphaFromAlbedoTexture: boolean;
  48722. /**
  48723. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48724. */
  48725. forceAlphaTest: boolean;
  48726. /**
  48727. * Defines the alpha limits in alpha test mode.
  48728. */
  48729. alphaCutOff: number;
  48730. /**
  48731. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48732. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48733. */
  48734. useSpecularOverAlpha: boolean;
  48735. /**
  48736. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48737. */
  48738. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48739. /**
  48740. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48741. */
  48742. useRoughnessFromMetallicTextureAlpha: boolean;
  48743. /**
  48744. * Specifies if the metallic texture contains the roughness information in its green channel.
  48745. */
  48746. useRoughnessFromMetallicTextureGreen: boolean;
  48747. /**
  48748. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48749. */
  48750. useMetallnessFromMetallicTextureBlue: boolean;
  48751. /**
  48752. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48753. */
  48754. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48755. /**
  48756. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48757. */
  48758. useAmbientInGrayScale: boolean;
  48759. /**
  48760. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48761. * The material will try to infer what glossiness each pixel should be.
  48762. */
  48763. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48764. /**
  48765. * BJS is using an harcoded light falloff based on a manually sets up range.
  48766. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48767. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48768. */
  48769. /**
  48770. * BJS is using an harcoded light falloff based on a manually sets up range.
  48771. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48772. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48773. */
  48774. usePhysicalLightFalloff: boolean;
  48775. /**
  48776. * In order to support the falloff compatibility with gltf, a special mode has been added
  48777. * to reproduce the gltf light falloff.
  48778. */
  48779. /**
  48780. * In order to support the falloff compatibility with gltf, a special mode has been added
  48781. * to reproduce the gltf light falloff.
  48782. */
  48783. useGLTFLightFalloff: boolean;
  48784. /**
  48785. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48786. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48787. */
  48788. useRadianceOverAlpha: boolean;
  48789. /**
  48790. * Allows using an object space normal map (instead of tangent space).
  48791. */
  48792. useObjectSpaceNormalMap: boolean;
  48793. /**
  48794. * Allows using the bump map in parallax mode.
  48795. */
  48796. useParallax: boolean;
  48797. /**
  48798. * Allows using the bump map in parallax occlusion mode.
  48799. */
  48800. useParallaxOcclusion: boolean;
  48801. /**
  48802. * Controls the scale bias of the parallax mode.
  48803. */
  48804. parallaxScaleBias: number;
  48805. /**
  48806. * If sets to true, disables all the lights affecting the material.
  48807. */
  48808. disableLighting: boolean;
  48809. /**
  48810. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48811. */
  48812. forceIrradianceInFragment: boolean;
  48813. /**
  48814. * Number of Simultaneous lights allowed on the material.
  48815. */
  48816. maxSimultaneousLights: number;
  48817. /**
  48818. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48819. */
  48820. invertNormalMapX: boolean;
  48821. /**
  48822. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48823. */
  48824. invertNormalMapY: boolean;
  48825. /**
  48826. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48827. */
  48828. twoSidedLighting: boolean;
  48829. /**
  48830. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48831. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48832. */
  48833. useAlphaFresnel: boolean;
  48834. /**
  48835. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48836. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48837. */
  48838. useLinearAlphaFresnel: boolean;
  48839. /**
  48840. * Let user defines the brdf lookup texture used for IBL.
  48841. * A default 8bit version is embedded but you could point at :
  48842. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48843. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48844. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48845. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48846. */
  48847. environmentBRDFTexture: Nullable<BaseTexture>;
  48848. /**
  48849. * Force normal to face away from face.
  48850. */
  48851. forceNormalForward: boolean;
  48852. /**
  48853. * Enables specular anti aliasing in the PBR shader.
  48854. * It will both interacts on the Geometry for analytical and IBL lighting.
  48855. * It also prefilter the roughness map based on the bump values.
  48856. */
  48857. enableSpecularAntiAliasing: boolean;
  48858. /**
  48859. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48860. * makes the reflect vector face the model (under horizon).
  48861. */
  48862. useHorizonOcclusion: boolean;
  48863. /**
  48864. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48865. * too much the area relying on ambient texture to define their ambient occlusion.
  48866. */
  48867. useRadianceOcclusion: boolean;
  48868. /**
  48869. * If set to true, no lighting calculations will be applied.
  48870. */
  48871. unlit: boolean;
  48872. /**
  48873. * Gets the image processing configuration used either in this material.
  48874. */
  48875. /**
  48876. * Sets the Default image processing configuration used either in the this material.
  48877. *
  48878. * If sets to null, the scene one is in use.
  48879. */
  48880. imageProcessingConfiguration: ImageProcessingConfiguration;
  48881. /**
  48882. * Gets wether the color curves effect is enabled.
  48883. */
  48884. /**
  48885. * Sets wether the color curves effect is enabled.
  48886. */
  48887. cameraColorCurvesEnabled: boolean;
  48888. /**
  48889. * Gets wether the color grading effect is enabled.
  48890. */
  48891. /**
  48892. * Gets wether the color grading effect is enabled.
  48893. */
  48894. cameraColorGradingEnabled: boolean;
  48895. /**
  48896. * Gets wether tonemapping is enabled or not.
  48897. */
  48898. /**
  48899. * Sets wether tonemapping is enabled or not
  48900. */
  48901. cameraToneMappingEnabled: boolean;
  48902. /**
  48903. * The camera exposure used on this material.
  48904. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48905. * This corresponds to a photographic exposure.
  48906. */
  48907. /**
  48908. * The camera exposure used on this material.
  48909. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48910. * This corresponds to a photographic exposure.
  48911. */
  48912. cameraExposure: number;
  48913. /**
  48914. * Gets The camera contrast used on this material.
  48915. */
  48916. /**
  48917. * Sets The camera contrast used on this material.
  48918. */
  48919. cameraContrast: number;
  48920. /**
  48921. * Gets the Color Grading 2D Lookup Texture.
  48922. */
  48923. /**
  48924. * Sets the Color Grading 2D Lookup Texture.
  48925. */
  48926. cameraColorGradingTexture: Nullable<BaseTexture>;
  48927. /**
  48928. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48929. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48930. * 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;
  48931. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48932. */
  48933. /**
  48934. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48935. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48936. * 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;
  48937. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48938. */
  48939. cameraColorCurves: Nullable<ColorCurves>;
  48940. /**
  48941. * Instantiates a new PBRMaterial instance.
  48942. *
  48943. * @param name The material name
  48944. * @param scene The scene the material will be use in.
  48945. */
  48946. constructor(name: string, scene: Scene);
  48947. /**
  48948. * Returns the name of this material class.
  48949. */
  48950. getClassName(): string;
  48951. /**
  48952. * Makes a duplicate of the current material.
  48953. * @param name - name to use for the new material.
  48954. */
  48955. clone(name: string): PBRMaterial;
  48956. /**
  48957. * Serializes this PBR Material.
  48958. * @returns - An object with the serialized material.
  48959. */
  48960. serialize(): any;
  48961. /**
  48962. * Parses a PBR Material from a serialized object.
  48963. * @param source - Serialized object.
  48964. * @param scene - BJS scene instance.
  48965. * @param rootUrl - url for the scene object
  48966. * @returns - PBRMaterial
  48967. */
  48968. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  48969. }
  48970. }
  48971. declare module "babylonjs/Misc/dds" {
  48972. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  48973. import { Engine } from "babylonjs/Engines/engine";
  48974. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  48975. import { Nullable } from "babylonjs/types";
  48976. import { Scene } from "babylonjs/scene";
  48977. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  48978. /**
  48979. * Direct draw surface info
  48980. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  48981. */
  48982. export interface DDSInfo {
  48983. /**
  48984. * Width of the texture
  48985. */
  48986. width: number;
  48987. /**
  48988. * Width of the texture
  48989. */
  48990. height: number;
  48991. /**
  48992. * Number of Mipmaps for the texture
  48993. * @see https://en.wikipedia.org/wiki/Mipmap
  48994. */
  48995. mipmapCount: number;
  48996. /**
  48997. * If the textures format is a known fourCC format
  48998. * @see https://www.fourcc.org/
  48999. */
  49000. isFourCC: boolean;
  49001. /**
  49002. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49003. */
  49004. isRGB: boolean;
  49005. /**
  49006. * If the texture is a lumincance format
  49007. */
  49008. isLuminance: boolean;
  49009. /**
  49010. * If this is a cube texture
  49011. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49012. */
  49013. isCube: boolean;
  49014. /**
  49015. * If the texture is a compressed format eg. FOURCC_DXT1
  49016. */
  49017. isCompressed: boolean;
  49018. /**
  49019. * The dxgiFormat of the texture
  49020. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49021. */
  49022. dxgiFormat: number;
  49023. /**
  49024. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49025. */
  49026. textureType: number;
  49027. /**
  49028. * Sphericle polynomial created for the dds texture
  49029. */
  49030. sphericalPolynomial?: SphericalPolynomial;
  49031. }
  49032. /**
  49033. * Class used to provide DDS decompression tools
  49034. */
  49035. export class DDSTools {
  49036. /**
  49037. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49038. */
  49039. static StoreLODInAlphaChannel: boolean;
  49040. /**
  49041. * Gets DDS information from an array buffer
  49042. * @param arrayBuffer defines the array buffer to read data from
  49043. * @returns the DDS information
  49044. */
  49045. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49046. private static _FloatView;
  49047. private static _Int32View;
  49048. private static _ToHalfFloat;
  49049. private static _FromHalfFloat;
  49050. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49051. private static _GetHalfFloatRGBAArrayBuffer;
  49052. private static _GetFloatRGBAArrayBuffer;
  49053. private static _GetFloatAsUIntRGBAArrayBuffer;
  49054. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49055. private static _GetRGBAArrayBuffer;
  49056. private static _ExtractLongWordOrder;
  49057. private static _GetRGBArrayBuffer;
  49058. private static _GetLuminanceArrayBuffer;
  49059. /**
  49060. * Uploads DDS Levels to a Babylon Texture
  49061. * @hidden
  49062. */
  49063. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49064. }
  49065. module "babylonjs/Engines/engine" {
  49066. interface Engine {
  49067. /**
  49068. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49069. * @param rootUrl defines the url where the file to load is located
  49070. * @param scene defines the current scene
  49071. * @param lodScale defines scale to apply to the mip map selection
  49072. * @param lodOffset defines offset to apply to the mip map selection
  49073. * @param onLoad defines an optional callback raised when the texture is loaded
  49074. * @param onError defines an optional callback raised if there is an issue to load the texture
  49075. * @param format defines the format of the data
  49076. * @param forcedExtension defines the extension to use to pick the right loader
  49077. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49078. * @returns the cube texture as an InternalTexture
  49079. */
  49080. 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;
  49081. }
  49082. }
  49083. }
  49084. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49085. import { Nullable } from "babylonjs/types";
  49086. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49087. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49088. /**
  49089. * Implementation of the DDS Texture Loader.
  49090. * @hidden
  49091. */
  49092. export class _DDSTextureLoader implements IInternalTextureLoader {
  49093. /**
  49094. * Defines wether the loader supports cascade loading the different faces.
  49095. */
  49096. readonly supportCascades: boolean;
  49097. /**
  49098. * This returns if the loader support the current file information.
  49099. * @param extension defines the file extension of the file being loaded
  49100. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49101. * @param fallback defines the fallback internal texture if any
  49102. * @param isBase64 defines whether the texture is encoded as a base64
  49103. * @param isBuffer defines whether the texture data are stored as a buffer
  49104. * @returns true if the loader can load the specified file
  49105. */
  49106. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49107. /**
  49108. * Transform the url before loading if required.
  49109. * @param rootUrl the url of the texture
  49110. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49111. * @returns the transformed texture
  49112. */
  49113. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49114. /**
  49115. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49116. * @param rootUrl the url of the texture
  49117. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49118. * @returns the fallback texture
  49119. */
  49120. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49121. /**
  49122. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49123. * @param data contains the texture data
  49124. * @param texture defines the BabylonJS internal texture
  49125. * @param createPolynomials will be true if polynomials have been requested
  49126. * @param onLoad defines the callback to trigger once the texture is ready
  49127. * @param onError defines the callback to trigger in case of error
  49128. */
  49129. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49130. /**
  49131. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49132. * @param data contains the texture data
  49133. * @param texture defines the BabylonJS internal texture
  49134. * @param callback defines the method to call once ready to upload
  49135. */
  49136. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49137. }
  49138. }
  49139. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49140. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49141. /** @hidden */
  49142. export var rgbdEncodePixelShader: {
  49143. name: string;
  49144. shader: string;
  49145. };
  49146. }
  49147. declare module "babylonjs/Misc/environmentTextureTools" {
  49148. import { Nullable } from "babylonjs/types";
  49149. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49150. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49151. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49152. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49153. import "babylonjs/Shaders/rgbdEncode.fragment";
  49154. import "babylonjs/Shaders/rgbdDecode.fragment";
  49155. /**
  49156. * Raw texture data and descriptor sufficient for WebGL texture upload
  49157. */
  49158. export interface EnvironmentTextureInfo {
  49159. /**
  49160. * Version of the environment map
  49161. */
  49162. version: number;
  49163. /**
  49164. * Width of image
  49165. */
  49166. width: number;
  49167. /**
  49168. * Irradiance information stored in the file.
  49169. */
  49170. irradiance: any;
  49171. /**
  49172. * Specular information stored in the file.
  49173. */
  49174. specular: any;
  49175. }
  49176. /**
  49177. * Sets of helpers addressing the serialization and deserialization of environment texture
  49178. * stored in a BabylonJS env file.
  49179. * Those files are usually stored as .env files.
  49180. */
  49181. export class EnvironmentTextureTools {
  49182. /**
  49183. * Magic number identifying the env file.
  49184. */
  49185. private static _MagicBytes;
  49186. /**
  49187. * Gets the environment info from an env file.
  49188. * @param data The array buffer containing the .env bytes.
  49189. * @returns the environment file info (the json header) if successfully parsed.
  49190. */
  49191. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49192. /**
  49193. * Creates an environment texture from a loaded cube texture.
  49194. * @param texture defines the cube texture to convert in env file
  49195. * @return a promise containing the environment data if succesfull.
  49196. */
  49197. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49198. /**
  49199. * Creates a JSON representation of the spherical data.
  49200. * @param texture defines the texture containing the polynomials
  49201. * @return the JSON representation of the spherical info
  49202. */
  49203. private static _CreateEnvTextureIrradiance;
  49204. /**
  49205. * Uploads the texture info contained in the env file to the GPU.
  49206. * @param texture defines the internal texture to upload to
  49207. * @param arrayBuffer defines the buffer cotaining the data to load
  49208. * @param info defines the texture info retrieved through the GetEnvInfo method
  49209. * @returns a promise
  49210. */
  49211. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49212. /**
  49213. * Uploads the levels of image data to the GPU.
  49214. * @param texture defines the internal texture to upload to
  49215. * @param imageData defines the array buffer views of image data [mipmap][face]
  49216. * @returns a promise
  49217. */
  49218. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49219. /**
  49220. * Uploads spherical polynomials information to the texture.
  49221. * @param texture defines the texture we are trying to upload the information to
  49222. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49223. */
  49224. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49225. /** @hidden */
  49226. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49227. }
  49228. }
  49229. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49230. import { Nullable } from "babylonjs/types";
  49231. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49232. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49233. /**
  49234. * Implementation of the ENV Texture Loader.
  49235. * @hidden
  49236. */
  49237. export class _ENVTextureLoader implements IInternalTextureLoader {
  49238. /**
  49239. * Defines wether the loader supports cascade loading the different faces.
  49240. */
  49241. readonly supportCascades: boolean;
  49242. /**
  49243. * This returns if the loader support the current file information.
  49244. * @param extension defines the file extension of the file being loaded
  49245. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49246. * @param fallback defines the fallback internal texture if any
  49247. * @param isBase64 defines whether the texture is encoded as a base64
  49248. * @param isBuffer defines whether the texture data are stored as a buffer
  49249. * @returns true if the loader can load the specified file
  49250. */
  49251. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49252. /**
  49253. * Transform the url before loading if required.
  49254. * @param rootUrl the url of the texture
  49255. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49256. * @returns the transformed texture
  49257. */
  49258. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49259. /**
  49260. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49261. * @param rootUrl the url of the texture
  49262. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49263. * @returns the fallback texture
  49264. */
  49265. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49266. /**
  49267. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49268. * @param data contains the texture data
  49269. * @param texture defines the BabylonJS internal texture
  49270. * @param createPolynomials will be true if polynomials have been requested
  49271. * @param onLoad defines the callback to trigger once the texture is ready
  49272. * @param onError defines the callback to trigger in case of error
  49273. */
  49274. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49275. /**
  49276. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49277. * @param data contains the texture data
  49278. * @param texture defines the BabylonJS internal texture
  49279. * @param callback defines the method to call once ready to upload
  49280. */
  49281. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49282. }
  49283. }
  49284. declare module "babylonjs/Misc/khronosTextureContainer" {
  49285. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49286. /**
  49287. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49288. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49289. */
  49290. export class KhronosTextureContainer {
  49291. /** contents of the KTX container file */
  49292. arrayBuffer: any;
  49293. private static HEADER_LEN;
  49294. private static COMPRESSED_2D;
  49295. private static COMPRESSED_3D;
  49296. private static TEX_2D;
  49297. private static TEX_3D;
  49298. /**
  49299. * Gets the openGL type
  49300. */
  49301. glType: number;
  49302. /**
  49303. * Gets the openGL type size
  49304. */
  49305. glTypeSize: number;
  49306. /**
  49307. * Gets the openGL format
  49308. */
  49309. glFormat: number;
  49310. /**
  49311. * Gets the openGL internal format
  49312. */
  49313. glInternalFormat: number;
  49314. /**
  49315. * Gets the base internal format
  49316. */
  49317. glBaseInternalFormat: number;
  49318. /**
  49319. * Gets image width in pixel
  49320. */
  49321. pixelWidth: number;
  49322. /**
  49323. * Gets image height in pixel
  49324. */
  49325. pixelHeight: number;
  49326. /**
  49327. * Gets image depth in pixels
  49328. */
  49329. pixelDepth: number;
  49330. /**
  49331. * Gets the number of array elements
  49332. */
  49333. numberOfArrayElements: number;
  49334. /**
  49335. * Gets the number of faces
  49336. */
  49337. numberOfFaces: number;
  49338. /**
  49339. * Gets the number of mipmap levels
  49340. */
  49341. numberOfMipmapLevels: number;
  49342. /**
  49343. * Gets the bytes of key value data
  49344. */
  49345. bytesOfKeyValueData: number;
  49346. /**
  49347. * Gets the load type
  49348. */
  49349. loadType: number;
  49350. /**
  49351. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49352. */
  49353. isInvalid: boolean;
  49354. /**
  49355. * Creates a new KhronosTextureContainer
  49356. * @param arrayBuffer contents of the KTX container file
  49357. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49358. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49359. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49360. */
  49361. constructor(
  49362. /** contents of the KTX container file */
  49363. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49364. /**
  49365. * Uploads KTX content to a Babylon Texture.
  49366. * It is assumed that the texture has already been created & is currently bound
  49367. * @hidden
  49368. */
  49369. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49370. private _upload2DCompressedLevels;
  49371. }
  49372. }
  49373. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49374. import { Nullable } from "babylonjs/types";
  49375. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49376. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49377. /**
  49378. * Implementation of the KTX Texture Loader.
  49379. * @hidden
  49380. */
  49381. export class _KTXTextureLoader implements IInternalTextureLoader {
  49382. /**
  49383. * Defines wether the loader supports cascade loading the different faces.
  49384. */
  49385. readonly supportCascades: boolean;
  49386. /**
  49387. * This returns if the loader support the current file information.
  49388. * @param extension defines the file extension of the file being loaded
  49389. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49390. * @param fallback defines the fallback internal texture if any
  49391. * @param isBase64 defines whether the texture is encoded as a base64
  49392. * @param isBuffer defines whether the texture data are stored as a buffer
  49393. * @returns true if the loader can load the specified file
  49394. */
  49395. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49396. /**
  49397. * Transform the url before loading if required.
  49398. * @param rootUrl the url of the texture
  49399. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49400. * @returns the transformed texture
  49401. */
  49402. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49403. /**
  49404. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49405. * @param rootUrl the url of the texture
  49406. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49407. * @returns the fallback texture
  49408. */
  49409. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49410. /**
  49411. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49412. * @param data contains the texture data
  49413. * @param texture defines the BabylonJS internal texture
  49414. * @param createPolynomials will be true if polynomials have been requested
  49415. * @param onLoad defines the callback to trigger once the texture is ready
  49416. * @param onError defines the callback to trigger in case of error
  49417. */
  49418. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49419. /**
  49420. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49421. * @param data contains the texture data
  49422. * @param texture defines the BabylonJS internal texture
  49423. * @param callback defines the method to call once ready to upload
  49424. */
  49425. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49426. }
  49427. }
  49428. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49429. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49430. import { Scene } from "babylonjs/scene";
  49431. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49432. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49433. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49434. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49435. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49436. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49437. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49438. /**
  49439. * Options for the default xr helper
  49440. */
  49441. export class WebXRDefaultExperienceOptions {
  49442. /**
  49443. * Floor meshes that should be used for teleporting
  49444. */
  49445. floorMeshes: Array<AbstractMesh>;
  49446. }
  49447. /**
  49448. * Default experience which provides a similar setup to the previous webVRExperience
  49449. */
  49450. export class WebXRDefaultExperience {
  49451. /**
  49452. * Base experience
  49453. */
  49454. baseExperience: WebXRExperienceHelper;
  49455. /**
  49456. * Input experience extension
  49457. */
  49458. input: WebXRInput;
  49459. /**
  49460. * Loads the controller models
  49461. */
  49462. controllerModelLoader: WebXRControllerModelLoader;
  49463. /**
  49464. * Enables laser pointer and selection
  49465. */
  49466. pointerSelection: WebXRControllerPointerSelection;
  49467. /**
  49468. * Enables teleportation
  49469. */
  49470. teleportation: WebXRControllerTeleportation;
  49471. /**
  49472. * Enables ui for enetering/exiting xr
  49473. */
  49474. enterExitUI: WebXREnterExitUI;
  49475. /**
  49476. * Default output canvas xr should render to
  49477. */
  49478. outputCanvas: WebXRManagedOutputCanvas;
  49479. /**
  49480. * Creates the default xr experience
  49481. * @param scene scene
  49482. * @param options options for basic configuration
  49483. * @returns resulting WebXRDefaultExperience
  49484. */
  49485. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49486. private constructor();
  49487. /**
  49488. * DIsposes of the experience helper
  49489. */
  49490. dispose(): void;
  49491. }
  49492. }
  49493. declare module "babylonjs/Helpers/sceneHelpers" {
  49494. import { Nullable } from "babylonjs/types";
  49495. import { Mesh } from "babylonjs/Meshes/mesh";
  49496. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49497. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49498. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49499. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49500. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49501. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49502. import "babylonjs/Meshes/Builders/boxBuilder";
  49503. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49504. /** @hidden */
  49505. export var _forceSceneHelpersToBundle: boolean;
  49506. module "babylonjs/scene" {
  49507. interface Scene {
  49508. /**
  49509. * Creates a default light for the scene.
  49510. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49511. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49512. */
  49513. createDefaultLight(replace?: boolean): void;
  49514. /**
  49515. * Creates a default camera for the scene.
  49516. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49517. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49518. * @param replace has default false, when true replaces the active camera in the scene
  49519. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49520. */
  49521. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49522. /**
  49523. * Creates a default camera and a default light.
  49524. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49525. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49526. * @param replace has the default false, when true replaces the active camera/light in the scene
  49527. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49528. */
  49529. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49530. /**
  49531. * Creates a new sky box
  49532. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49533. * @param environmentTexture defines the texture to use as environment texture
  49534. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49535. * @param scale defines the overall scale of the skybox
  49536. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49537. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49538. * @returns a new mesh holding the sky box
  49539. */
  49540. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49541. /**
  49542. * Creates a new environment
  49543. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49544. * @param options defines the options you can use to configure the environment
  49545. * @returns the new EnvironmentHelper
  49546. */
  49547. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49548. /**
  49549. * Creates a new VREXperienceHelper
  49550. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49551. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49552. * @returns a new VREXperienceHelper
  49553. */
  49554. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49555. /**
  49556. * Creates a new WebXRDefaultExperience
  49557. * @see http://doc.babylonjs.com/how_to/webxr
  49558. * @param options experience options
  49559. * @returns a promise for a new WebXRDefaultExperience
  49560. */
  49561. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49562. }
  49563. }
  49564. }
  49565. declare module "babylonjs/Helpers/videoDome" {
  49566. import { Scene } from "babylonjs/scene";
  49567. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49568. import { Mesh } from "babylonjs/Meshes/mesh";
  49569. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49570. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49571. import "babylonjs/Meshes/Builders/sphereBuilder";
  49572. /**
  49573. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49574. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49575. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49576. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49577. */
  49578. export class VideoDome extends TransformNode {
  49579. /**
  49580. * Define the video source as a Monoscopic panoramic 360 video.
  49581. */
  49582. static readonly MODE_MONOSCOPIC: number;
  49583. /**
  49584. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49585. */
  49586. static readonly MODE_TOPBOTTOM: number;
  49587. /**
  49588. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49589. */
  49590. static readonly MODE_SIDEBYSIDE: number;
  49591. private _useDirectMapping;
  49592. /**
  49593. * The video texture being displayed on the sphere
  49594. */
  49595. protected _videoTexture: VideoTexture;
  49596. /**
  49597. * Gets the video texture being displayed on the sphere
  49598. */
  49599. readonly videoTexture: VideoTexture;
  49600. /**
  49601. * The skybox material
  49602. */
  49603. protected _material: BackgroundMaterial;
  49604. /**
  49605. * The surface used for the skybox
  49606. */
  49607. protected _mesh: Mesh;
  49608. /**
  49609. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49610. * Also see the options.resolution property.
  49611. */
  49612. fovMultiplier: number;
  49613. private _videoMode;
  49614. /**
  49615. * Gets or set the current video mode for the video. It can be:
  49616. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49617. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49618. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49619. */
  49620. videoMode: number;
  49621. /**
  49622. * Oberserver used in Stereoscopic VR Mode.
  49623. */
  49624. private _onBeforeCameraRenderObserver;
  49625. /**
  49626. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49627. * @param name Element's name, child elements will append suffixes for their own names.
  49628. * @param urlsOrVideo defines the url(s) or the video element to use
  49629. * @param options An object containing optional or exposed sub element properties
  49630. */
  49631. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49632. resolution?: number;
  49633. clickToPlay?: boolean;
  49634. autoPlay?: boolean;
  49635. loop?: boolean;
  49636. size?: number;
  49637. poster?: string;
  49638. faceForward?: boolean;
  49639. useDirectMapping?: boolean;
  49640. }, scene: Scene);
  49641. private _changeVideoMode;
  49642. /**
  49643. * Releases resources associated with this node.
  49644. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49645. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49646. */
  49647. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49648. }
  49649. }
  49650. declare module "babylonjs/Helpers/index" {
  49651. export * from "babylonjs/Helpers/environmentHelper";
  49652. export * from "babylonjs/Helpers/photoDome";
  49653. export * from "babylonjs/Helpers/sceneHelpers";
  49654. export * from "babylonjs/Helpers/videoDome";
  49655. }
  49656. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49657. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49658. import { IDisposable } from "babylonjs/scene";
  49659. import { Engine } from "babylonjs/Engines/engine";
  49660. /**
  49661. * This class can be used to get instrumentation data from a Babylon engine
  49662. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49663. */
  49664. export class EngineInstrumentation implements IDisposable {
  49665. /**
  49666. * Define the instrumented engine.
  49667. */
  49668. engine: Engine;
  49669. private _captureGPUFrameTime;
  49670. private _gpuFrameTimeToken;
  49671. private _gpuFrameTime;
  49672. private _captureShaderCompilationTime;
  49673. private _shaderCompilationTime;
  49674. private _onBeginFrameObserver;
  49675. private _onEndFrameObserver;
  49676. private _onBeforeShaderCompilationObserver;
  49677. private _onAfterShaderCompilationObserver;
  49678. /**
  49679. * Gets the perf counter used for GPU frame time
  49680. */
  49681. readonly gpuFrameTimeCounter: PerfCounter;
  49682. /**
  49683. * Gets the GPU frame time capture status
  49684. */
  49685. /**
  49686. * Enable or disable the GPU frame time capture
  49687. */
  49688. captureGPUFrameTime: boolean;
  49689. /**
  49690. * Gets the perf counter used for shader compilation time
  49691. */
  49692. readonly shaderCompilationTimeCounter: PerfCounter;
  49693. /**
  49694. * Gets the shader compilation time capture status
  49695. */
  49696. /**
  49697. * Enable or disable the shader compilation time capture
  49698. */
  49699. captureShaderCompilationTime: boolean;
  49700. /**
  49701. * Instantiates a new engine instrumentation.
  49702. * This class can be used to get instrumentation data from a Babylon engine
  49703. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49704. * @param engine Defines the engine to instrument
  49705. */
  49706. constructor(
  49707. /**
  49708. * Define the instrumented engine.
  49709. */
  49710. engine: Engine);
  49711. /**
  49712. * Dispose and release associated resources.
  49713. */
  49714. dispose(): void;
  49715. }
  49716. }
  49717. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49718. import { Scene, IDisposable } from "babylonjs/scene";
  49719. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49720. /**
  49721. * This class can be used to get instrumentation data from a Babylon engine
  49722. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49723. */
  49724. export class SceneInstrumentation implements IDisposable {
  49725. /**
  49726. * Defines the scene to instrument
  49727. */
  49728. scene: Scene;
  49729. private _captureActiveMeshesEvaluationTime;
  49730. private _activeMeshesEvaluationTime;
  49731. private _captureRenderTargetsRenderTime;
  49732. private _renderTargetsRenderTime;
  49733. private _captureFrameTime;
  49734. private _frameTime;
  49735. private _captureRenderTime;
  49736. private _renderTime;
  49737. private _captureInterFrameTime;
  49738. private _interFrameTime;
  49739. private _captureParticlesRenderTime;
  49740. private _particlesRenderTime;
  49741. private _captureSpritesRenderTime;
  49742. private _spritesRenderTime;
  49743. private _capturePhysicsTime;
  49744. private _physicsTime;
  49745. private _captureAnimationsTime;
  49746. private _animationsTime;
  49747. private _captureCameraRenderTime;
  49748. private _cameraRenderTime;
  49749. private _onBeforeActiveMeshesEvaluationObserver;
  49750. private _onAfterActiveMeshesEvaluationObserver;
  49751. private _onBeforeRenderTargetsRenderObserver;
  49752. private _onAfterRenderTargetsRenderObserver;
  49753. private _onAfterRenderObserver;
  49754. private _onBeforeDrawPhaseObserver;
  49755. private _onAfterDrawPhaseObserver;
  49756. private _onBeforeAnimationsObserver;
  49757. private _onBeforeParticlesRenderingObserver;
  49758. private _onAfterParticlesRenderingObserver;
  49759. private _onBeforeSpritesRenderingObserver;
  49760. private _onAfterSpritesRenderingObserver;
  49761. private _onBeforePhysicsObserver;
  49762. private _onAfterPhysicsObserver;
  49763. private _onAfterAnimationsObserver;
  49764. private _onBeforeCameraRenderObserver;
  49765. private _onAfterCameraRenderObserver;
  49766. /**
  49767. * Gets the perf counter used for active meshes evaluation time
  49768. */
  49769. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49770. /**
  49771. * Gets the active meshes evaluation time capture status
  49772. */
  49773. /**
  49774. * Enable or disable the active meshes evaluation time capture
  49775. */
  49776. captureActiveMeshesEvaluationTime: boolean;
  49777. /**
  49778. * Gets the perf counter used for render targets render time
  49779. */
  49780. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49781. /**
  49782. * Gets the render targets render time capture status
  49783. */
  49784. /**
  49785. * Enable or disable the render targets render time capture
  49786. */
  49787. captureRenderTargetsRenderTime: boolean;
  49788. /**
  49789. * Gets the perf counter used for particles render time
  49790. */
  49791. readonly particlesRenderTimeCounter: PerfCounter;
  49792. /**
  49793. * Gets the particles render time capture status
  49794. */
  49795. /**
  49796. * Enable or disable the particles render time capture
  49797. */
  49798. captureParticlesRenderTime: boolean;
  49799. /**
  49800. * Gets the perf counter used for sprites render time
  49801. */
  49802. readonly spritesRenderTimeCounter: PerfCounter;
  49803. /**
  49804. * Gets the sprites render time capture status
  49805. */
  49806. /**
  49807. * Enable or disable the sprites render time capture
  49808. */
  49809. captureSpritesRenderTime: boolean;
  49810. /**
  49811. * Gets the perf counter used for physics time
  49812. */
  49813. readonly physicsTimeCounter: PerfCounter;
  49814. /**
  49815. * Gets the physics time capture status
  49816. */
  49817. /**
  49818. * Enable or disable the physics time capture
  49819. */
  49820. capturePhysicsTime: boolean;
  49821. /**
  49822. * Gets the perf counter used for animations time
  49823. */
  49824. readonly animationsTimeCounter: PerfCounter;
  49825. /**
  49826. * Gets the animations time capture status
  49827. */
  49828. /**
  49829. * Enable or disable the animations time capture
  49830. */
  49831. captureAnimationsTime: boolean;
  49832. /**
  49833. * Gets the perf counter used for frame time capture
  49834. */
  49835. readonly frameTimeCounter: PerfCounter;
  49836. /**
  49837. * Gets the frame time capture status
  49838. */
  49839. /**
  49840. * Enable or disable the frame time capture
  49841. */
  49842. captureFrameTime: boolean;
  49843. /**
  49844. * Gets the perf counter used for inter-frames time capture
  49845. */
  49846. readonly interFrameTimeCounter: PerfCounter;
  49847. /**
  49848. * Gets the inter-frames time capture status
  49849. */
  49850. /**
  49851. * Enable or disable the inter-frames time capture
  49852. */
  49853. captureInterFrameTime: boolean;
  49854. /**
  49855. * Gets the perf counter used for render time capture
  49856. */
  49857. readonly renderTimeCounter: PerfCounter;
  49858. /**
  49859. * Gets the render time capture status
  49860. */
  49861. /**
  49862. * Enable or disable the render time capture
  49863. */
  49864. captureRenderTime: boolean;
  49865. /**
  49866. * Gets the perf counter used for camera render time capture
  49867. */
  49868. readonly cameraRenderTimeCounter: PerfCounter;
  49869. /**
  49870. * Gets the camera render time capture status
  49871. */
  49872. /**
  49873. * Enable or disable the camera render time capture
  49874. */
  49875. captureCameraRenderTime: boolean;
  49876. /**
  49877. * Gets the perf counter used for draw calls
  49878. */
  49879. readonly drawCallsCounter: PerfCounter;
  49880. /**
  49881. * Instantiates a new scene instrumentation.
  49882. * This class can be used to get instrumentation data from a Babylon engine
  49883. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49884. * @param scene Defines the scene to instrument
  49885. */
  49886. constructor(
  49887. /**
  49888. * Defines the scene to instrument
  49889. */
  49890. scene: Scene);
  49891. /**
  49892. * Dispose and release associated resources.
  49893. */
  49894. dispose(): void;
  49895. }
  49896. }
  49897. declare module "babylonjs/Instrumentation/index" {
  49898. export * from "babylonjs/Instrumentation/engineInstrumentation";
  49899. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  49900. export * from "babylonjs/Instrumentation/timeToken";
  49901. }
  49902. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  49903. /** @hidden */
  49904. export var glowMapGenerationPixelShader: {
  49905. name: string;
  49906. shader: string;
  49907. };
  49908. }
  49909. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  49910. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49911. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49912. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49913. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49914. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49915. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49916. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49917. /** @hidden */
  49918. export var glowMapGenerationVertexShader: {
  49919. name: string;
  49920. shader: string;
  49921. };
  49922. }
  49923. declare module "babylonjs/Layers/effectLayer" {
  49924. import { Observable } from "babylonjs/Misc/observable";
  49925. import { Nullable } from "babylonjs/types";
  49926. import { Camera } from "babylonjs/Cameras/camera";
  49927. import { Scene } from "babylonjs/scene";
  49928. import { ISize } from "babylonjs/Maths/math.size";
  49929. import { Color4 } from "babylonjs/Maths/math.color";
  49930. import { Engine } from "babylonjs/Engines/engine";
  49931. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49933. import { Mesh } from "babylonjs/Meshes/mesh";
  49934. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  49935. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49936. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49937. import { Effect } from "babylonjs/Materials/effect";
  49938. import { Material } from "babylonjs/Materials/material";
  49939. import "babylonjs/Shaders/glowMapGeneration.fragment";
  49940. import "babylonjs/Shaders/glowMapGeneration.vertex";
  49941. /**
  49942. * Effect layer options. This helps customizing the behaviour
  49943. * of the effect layer.
  49944. */
  49945. export interface IEffectLayerOptions {
  49946. /**
  49947. * Multiplication factor apply to the canvas size to compute the render target size
  49948. * used to generated the objects (the smaller the faster).
  49949. */
  49950. mainTextureRatio: number;
  49951. /**
  49952. * Enforces a fixed size texture to ensure effect stability across devices.
  49953. */
  49954. mainTextureFixedSize?: number;
  49955. /**
  49956. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  49957. */
  49958. alphaBlendingMode: number;
  49959. /**
  49960. * The camera attached to the layer.
  49961. */
  49962. camera: Nullable<Camera>;
  49963. /**
  49964. * The rendering group to draw the layer in.
  49965. */
  49966. renderingGroupId: number;
  49967. }
  49968. /**
  49969. * The effect layer Helps adding post process effect blended with the main pass.
  49970. *
  49971. * This can be for instance use to generate glow or higlight effects on the scene.
  49972. *
  49973. * The effect layer class can not be used directly and is intented to inherited from to be
  49974. * customized per effects.
  49975. */
  49976. export abstract class EffectLayer {
  49977. private _vertexBuffers;
  49978. private _indexBuffer;
  49979. private _cachedDefines;
  49980. private _effectLayerMapGenerationEffect;
  49981. private _effectLayerOptions;
  49982. private _mergeEffect;
  49983. protected _scene: Scene;
  49984. protected _engine: Engine;
  49985. protected _maxSize: number;
  49986. protected _mainTextureDesiredSize: ISize;
  49987. protected _mainTexture: RenderTargetTexture;
  49988. protected _shouldRender: boolean;
  49989. protected _postProcesses: PostProcess[];
  49990. protected _textures: BaseTexture[];
  49991. protected _emissiveTextureAndColor: {
  49992. texture: Nullable<BaseTexture>;
  49993. color: Color4;
  49994. };
  49995. /**
  49996. * The name of the layer
  49997. */
  49998. name: string;
  49999. /**
  50000. * The clear color of the texture used to generate the glow map.
  50001. */
  50002. neutralColor: Color4;
  50003. /**
  50004. * Specifies wether the highlight layer is enabled or not.
  50005. */
  50006. isEnabled: boolean;
  50007. /**
  50008. * Gets the camera attached to the layer.
  50009. */
  50010. readonly camera: Nullable<Camera>;
  50011. /**
  50012. * Gets the rendering group id the layer should render in.
  50013. */
  50014. renderingGroupId: number;
  50015. /**
  50016. * An event triggered when the effect layer has been disposed.
  50017. */
  50018. onDisposeObservable: Observable<EffectLayer>;
  50019. /**
  50020. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50021. */
  50022. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50023. /**
  50024. * An event triggered when the generated texture is being merged in the scene.
  50025. */
  50026. onBeforeComposeObservable: Observable<EffectLayer>;
  50027. /**
  50028. * An event triggered when the generated texture has been merged in the scene.
  50029. */
  50030. onAfterComposeObservable: Observable<EffectLayer>;
  50031. /**
  50032. * An event triggered when the efffect layer changes its size.
  50033. */
  50034. onSizeChangedObservable: Observable<EffectLayer>;
  50035. /** @hidden */
  50036. static _SceneComponentInitialization: (scene: Scene) => void;
  50037. /**
  50038. * Instantiates a new effect Layer and references it in the scene.
  50039. * @param name The name of the layer
  50040. * @param scene The scene to use the layer in
  50041. */
  50042. constructor(
  50043. /** The Friendly of the effect in the scene */
  50044. name: string, scene: Scene);
  50045. /**
  50046. * Get the effect name of the layer.
  50047. * @return The effect name
  50048. */
  50049. abstract getEffectName(): string;
  50050. /**
  50051. * Checks for the readiness of the element composing the layer.
  50052. * @param subMesh the mesh to check for
  50053. * @param useInstances specify wether or not to use instances to render the mesh
  50054. * @return true if ready otherwise, false
  50055. */
  50056. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50057. /**
  50058. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50059. * @returns true if the effect requires stencil during the main canvas render pass.
  50060. */
  50061. abstract needStencil(): boolean;
  50062. /**
  50063. * Create the merge effect. This is the shader use to blit the information back
  50064. * to the main canvas at the end of the scene rendering.
  50065. * @returns The effect containing the shader used to merge the effect on the main canvas
  50066. */
  50067. protected abstract _createMergeEffect(): Effect;
  50068. /**
  50069. * Creates the render target textures and post processes used in the effect layer.
  50070. */
  50071. protected abstract _createTextureAndPostProcesses(): void;
  50072. /**
  50073. * Implementation specific of rendering the generating effect on the main canvas.
  50074. * @param effect The effect used to render through
  50075. */
  50076. protected abstract _internalRender(effect: Effect): void;
  50077. /**
  50078. * Sets the required values for both the emissive texture and and the main color.
  50079. */
  50080. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50081. /**
  50082. * Free any resources and references associated to a mesh.
  50083. * Internal use
  50084. * @param mesh The mesh to free.
  50085. */
  50086. abstract _disposeMesh(mesh: Mesh): void;
  50087. /**
  50088. * Serializes this layer (Glow or Highlight for example)
  50089. * @returns a serialized layer object
  50090. */
  50091. abstract serialize?(): any;
  50092. /**
  50093. * Initializes the effect layer with the required options.
  50094. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50095. */
  50096. protected _init(options: Partial<IEffectLayerOptions>): void;
  50097. /**
  50098. * Generates the index buffer of the full screen quad blending to the main canvas.
  50099. */
  50100. private _generateIndexBuffer;
  50101. /**
  50102. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50103. */
  50104. private _generateVertexBuffer;
  50105. /**
  50106. * Sets the main texture desired size which is the closest power of two
  50107. * of the engine canvas size.
  50108. */
  50109. private _setMainTextureSize;
  50110. /**
  50111. * Creates the main texture for the effect layer.
  50112. */
  50113. protected _createMainTexture(): void;
  50114. /**
  50115. * Adds specific effects defines.
  50116. * @param defines The defines to add specifics to.
  50117. */
  50118. protected _addCustomEffectDefines(defines: string[]): void;
  50119. /**
  50120. * Checks for the readiness of the element composing the layer.
  50121. * @param subMesh the mesh to check for
  50122. * @param useInstances specify wether or not to use instances to render the mesh
  50123. * @param emissiveTexture the associated emissive texture used to generate the glow
  50124. * @return true if ready otherwise, false
  50125. */
  50126. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50127. /**
  50128. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50129. */
  50130. render(): void;
  50131. /**
  50132. * Determine if a given mesh will be used in the current effect.
  50133. * @param mesh mesh to test
  50134. * @returns true if the mesh will be used
  50135. */
  50136. hasMesh(mesh: AbstractMesh): boolean;
  50137. /**
  50138. * Returns true if the layer contains information to display, otherwise false.
  50139. * @returns true if the glow layer should be rendered
  50140. */
  50141. shouldRender(): boolean;
  50142. /**
  50143. * Returns true if the mesh should render, otherwise false.
  50144. * @param mesh The mesh to render
  50145. * @returns true if it should render otherwise false
  50146. */
  50147. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50148. /**
  50149. * Returns true if the mesh can be rendered, otherwise false.
  50150. * @param mesh The mesh to render
  50151. * @param material The material used on the mesh
  50152. * @returns true if it can be rendered otherwise false
  50153. */
  50154. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50155. /**
  50156. * Returns true if the mesh should render, otherwise false.
  50157. * @param mesh The mesh to render
  50158. * @returns true if it should render otherwise false
  50159. */
  50160. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50161. /**
  50162. * Renders the submesh passed in parameter to the generation map.
  50163. */
  50164. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50165. /**
  50166. * Rebuild the required buffers.
  50167. * @hidden Internal use only.
  50168. */
  50169. _rebuild(): void;
  50170. /**
  50171. * Dispose only the render target textures and post process.
  50172. */
  50173. private _disposeTextureAndPostProcesses;
  50174. /**
  50175. * Dispose the highlight layer and free resources.
  50176. */
  50177. dispose(): void;
  50178. /**
  50179. * Gets the class name of the effect layer
  50180. * @returns the string with the class name of the effect layer
  50181. */
  50182. getClassName(): string;
  50183. /**
  50184. * Creates an effect layer from parsed effect layer data
  50185. * @param parsedEffectLayer defines effect layer data
  50186. * @param scene defines the current scene
  50187. * @param rootUrl defines the root URL containing the effect layer information
  50188. * @returns a parsed effect Layer
  50189. */
  50190. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50191. }
  50192. }
  50193. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50194. import { Scene } from "babylonjs/scene";
  50195. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50196. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50197. import { AbstractScene } from "babylonjs/abstractScene";
  50198. module "babylonjs/abstractScene" {
  50199. interface AbstractScene {
  50200. /**
  50201. * The list of effect layers (highlights/glow) added to the scene
  50202. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50203. * @see http://doc.babylonjs.com/how_to/glow_layer
  50204. */
  50205. effectLayers: Array<EffectLayer>;
  50206. /**
  50207. * Removes the given effect layer from this scene.
  50208. * @param toRemove defines the effect layer to remove
  50209. * @returns the index of the removed effect layer
  50210. */
  50211. removeEffectLayer(toRemove: EffectLayer): number;
  50212. /**
  50213. * Adds the given effect layer to this scene
  50214. * @param newEffectLayer defines the effect layer to add
  50215. */
  50216. addEffectLayer(newEffectLayer: EffectLayer): void;
  50217. }
  50218. }
  50219. /**
  50220. * Defines the layer scene component responsible to manage any effect layers
  50221. * in a given scene.
  50222. */
  50223. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50224. /**
  50225. * The component name helpfull to identify the component in the list of scene components.
  50226. */
  50227. readonly name: string;
  50228. /**
  50229. * The scene the component belongs to.
  50230. */
  50231. scene: Scene;
  50232. private _engine;
  50233. private _renderEffects;
  50234. private _needStencil;
  50235. private _previousStencilState;
  50236. /**
  50237. * Creates a new instance of the component for the given scene
  50238. * @param scene Defines the scene to register the component in
  50239. */
  50240. constructor(scene: Scene);
  50241. /**
  50242. * Registers the component in a given scene
  50243. */
  50244. register(): void;
  50245. /**
  50246. * Rebuilds the elements related to this component in case of
  50247. * context lost for instance.
  50248. */
  50249. rebuild(): void;
  50250. /**
  50251. * Serializes the component data to the specified json object
  50252. * @param serializationObject The object to serialize to
  50253. */
  50254. serialize(serializationObject: any): void;
  50255. /**
  50256. * Adds all the elements from the container to the scene
  50257. * @param container the container holding the elements
  50258. */
  50259. addFromContainer(container: AbstractScene): void;
  50260. /**
  50261. * Removes all the elements in the container from the scene
  50262. * @param container contains the elements to remove
  50263. * @param dispose if the removed element should be disposed (default: false)
  50264. */
  50265. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50266. /**
  50267. * Disposes the component and the associated ressources.
  50268. */
  50269. dispose(): void;
  50270. private _isReadyForMesh;
  50271. private _renderMainTexture;
  50272. private _setStencil;
  50273. private _setStencilBack;
  50274. private _draw;
  50275. private _drawCamera;
  50276. private _drawRenderingGroup;
  50277. }
  50278. }
  50279. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50280. /** @hidden */
  50281. export var glowMapMergePixelShader: {
  50282. name: string;
  50283. shader: string;
  50284. };
  50285. }
  50286. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50287. /** @hidden */
  50288. export var glowMapMergeVertexShader: {
  50289. name: string;
  50290. shader: string;
  50291. };
  50292. }
  50293. declare module "babylonjs/Layers/glowLayer" {
  50294. import { Nullable } from "babylonjs/types";
  50295. import { Camera } from "babylonjs/Cameras/camera";
  50296. import { Scene } from "babylonjs/scene";
  50297. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50298. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50299. import { Mesh } from "babylonjs/Meshes/mesh";
  50300. import { Texture } from "babylonjs/Materials/Textures/texture";
  50301. import { Effect } from "babylonjs/Materials/effect";
  50302. import { Material } from "babylonjs/Materials/material";
  50303. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50304. import { Color4 } from "babylonjs/Maths/math.color";
  50305. import "babylonjs/Shaders/glowMapMerge.fragment";
  50306. import "babylonjs/Shaders/glowMapMerge.vertex";
  50307. import "babylonjs/Layers/effectLayerSceneComponent";
  50308. module "babylonjs/abstractScene" {
  50309. interface AbstractScene {
  50310. /**
  50311. * Return a the first highlight layer of the scene with a given name.
  50312. * @param name The name of the highlight layer to look for.
  50313. * @return The highlight layer if found otherwise null.
  50314. */
  50315. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50316. }
  50317. }
  50318. /**
  50319. * Glow layer options. This helps customizing the behaviour
  50320. * of the glow layer.
  50321. */
  50322. export interface IGlowLayerOptions {
  50323. /**
  50324. * Multiplication factor apply to the canvas size to compute the render target size
  50325. * used to generated the glowing objects (the smaller the faster).
  50326. */
  50327. mainTextureRatio: number;
  50328. /**
  50329. * Enforces a fixed size texture to ensure resize independant blur.
  50330. */
  50331. mainTextureFixedSize?: number;
  50332. /**
  50333. * How big is the kernel of the blur texture.
  50334. */
  50335. blurKernelSize: number;
  50336. /**
  50337. * The camera attached to the layer.
  50338. */
  50339. camera: Nullable<Camera>;
  50340. /**
  50341. * Enable MSAA by chosing the number of samples.
  50342. */
  50343. mainTextureSamples?: number;
  50344. /**
  50345. * The rendering group to draw the layer in.
  50346. */
  50347. renderingGroupId: number;
  50348. }
  50349. /**
  50350. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50351. *
  50352. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50353. * glowy meshes to your scene.
  50354. *
  50355. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50356. */
  50357. export class GlowLayer extends EffectLayer {
  50358. /**
  50359. * Effect Name of the layer.
  50360. */
  50361. static readonly EffectName: string;
  50362. /**
  50363. * The default blur kernel size used for the glow.
  50364. */
  50365. static DefaultBlurKernelSize: number;
  50366. /**
  50367. * The default texture size ratio used for the glow.
  50368. */
  50369. static DefaultTextureRatio: number;
  50370. /**
  50371. * Sets the kernel size of the blur.
  50372. */
  50373. /**
  50374. * Gets the kernel size of the blur.
  50375. */
  50376. blurKernelSize: number;
  50377. /**
  50378. * Sets the glow intensity.
  50379. */
  50380. /**
  50381. * Gets the glow intensity.
  50382. */
  50383. intensity: number;
  50384. private _options;
  50385. private _intensity;
  50386. private _horizontalBlurPostprocess1;
  50387. private _verticalBlurPostprocess1;
  50388. private _horizontalBlurPostprocess2;
  50389. private _verticalBlurPostprocess2;
  50390. private _blurTexture1;
  50391. private _blurTexture2;
  50392. private _postProcesses1;
  50393. private _postProcesses2;
  50394. private _includedOnlyMeshes;
  50395. private _excludedMeshes;
  50396. /**
  50397. * Callback used to let the user override the color selection on a per mesh basis
  50398. */
  50399. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50400. /**
  50401. * Callback used to let the user override the texture selection on a per mesh basis
  50402. */
  50403. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50404. /**
  50405. * Instantiates a new glow Layer and references it to the scene.
  50406. * @param name The name of the layer
  50407. * @param scene The scene to use the layer in
  50408. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50409. */
  50410. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50411. /**
  50412. * Get the effect name of the layer.
  50413. * @return The effect name
  50414. */
  50415. getEffectName(): string;
  50416. /**
  50417. * Create the merge effect. This is the shader use to blit the information back
  50418. * to the main canvas at the end of the scene rendering.
  50419. */
  50420. protected _createMergeEffect(): Effect;
  50421. /**
  50422. * Creates the render target textures and post processes used in the glow layer.
  50423. */
  50424. protected _createTextureAndPostProcesses(): void;
  50425. /**
  50426. * Checks for the readiness of the element composing the layer.
  50427. * @param subMesh the mesh to check for
  50428. * @param useInstances specify wether or not to use instances to render the mesh
  50429. * @param emissiveTexture the associated emissive texture used to generate the glow
  50430. * @return true if ready otherwise, false
  50431. */
  50432. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50433. /**
  50434. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50435. */
  50436. needStencil(): boolean;
  50437. /**
  50438. * Returns true if the mesh can be rendered, otherwise false.
  50439. * @param mesh The mesh to render
  50440. * @param material The material used on the mesh
  50441. * @returns true if it can be rendered otherwise false
  50442. */
  50443. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50444. /**
  50445. * Implementation specific of rendering the generating effect on the main canvas.
  50446. * @param effect The effect used to render through
  50447. */
  50448. protected _internalRender(effect: Effect): void;
  50449. /**
  50450. * Sets the required values for both the emissive texture and and the main color.
  50451. */
  50452. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50453. /**
  50454. * Returns true if the mesh should render, otherwise false.
  50455. * @param mesh The mesh to render
  50456. * @returns true if it should render otherwise false
  50457. */
  50458. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50459. /**
  50460. * Adds specific effects defines.
  50461. * @param defines The defines to add specifics to.
  50462. */
  50463. protected _addCustomEffectDefines(defines: string[]): void;
  50464. /**
  50465. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50466. * @param mesh The mesh to exclude from the glow layer
  50467. */
  50468. addExcludedMesh(mesh: Mesh): void;
  50469. /**
  50470. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50471. * @param mesh The mesh to remove
  50472. */
  50473. removeExcludedMesh(mesh: Mesh): void;
  50474. /**
  50475. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50476. * @param mesh The mesh to include in the glow layer
  50477. */
  50478. addIncludedOnlyMesh(mesh: Mesh): void;
  50479. /**
  50480. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50481. * @param mesh The mesh to remove
  50482. */
  50483. removeIncludedOnlyMesh(mesh: Mesh): void;
  50484. /**
  50485. * Determine if a given mesh will be used in the glow layer
  50486. * @param mesh The mesh to test
  50487. * @returns true if the mesh will be highlighted by the current glow layer
  50488. */
  50489. hasMesh(mesh: AbstractMesh): boolean;
  50490. /**
  50491. * Free any resources and references associated to a mesh.
  50492. * Internal use
  50493. * @param mesh The mesh to free.
  50494. * @hidden
  50495. */
  50496. _disposeMesh(mesh: Mesh): void;
  50497. /**
  50498. * Gets the class name of the effect layer
  50499. * @returns the string with the class name of the effect layer
  50500. */
  50501. getClassName(): string;
  50502. /**
  50503. * Serializes this glow layer
  50504. * @returns a serialized glow layer object
  50505. */
  50506. serialize(): any;
  50507. /**
  50508. * Creates a Glow Layer from parsed glow layer data
  50509. * @param parsedGlowLayer defines glow layer data
  50510. * @param scene defines the current scene
  50511. * @param rootUrl defines the root URL containing the glow layer information
  50512. * @returns a parsed Glow Layer
  50513. */
  50514. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50515. }
  50516. }
  50517. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50518. /** @hidden */
  50519. export var glowBlurPostProcessPixelShader: {
  50520. name: string;
  50521. shader: string;
  50522. };
  50523. }
  50524. declare module "babylonjs/Layers/highlightLayer" {
  50525. import { Observable } from "babylonjs/Misc/observable";
  50526. import { Nullable } from "babylonjs/types";
  50527. import { Camera } from "babylonjs/Cameras/camera";
  50528. import { Scene } from "babylonjs/scene";
  50529. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50530. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50531. import { Mesh } from "babylonjs/Meshes/mesh";
  50532. import { Effect } from "babylonjs/Materials/effect";
  50533. import { Material } from "babylonjs/Materials/material";
  50534. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50535. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50536. import "babylonjs/Shaders/glowMapMerge.fragment";
  50537. import "babylonjs/Shaders/glowMapMerge.vertex";
  50538. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50539. module "babylonjs/abstractScene" {
  50540. interface AbstractScene {
  50541. /**
  50542. * Return a the first highlight layer of the scene with a given name.
  50543. * @param name The name of the highlight layer to look for.
  50544. * @return The highlight layer if found otherwise null.
  50545. */
  50546. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50547. }
  50548. }
  50549. /**
  50550. * Highlight layer options. This helps customizing the behaviour
  50551. * of the highlight layer.
  50552. */
  50553. export interface IHighlightLayerOptions {
  50554. /**
  50555. * Multiplication factor apply to the canvas size to compute the render target size
  50556. * used to generated the glowing objects (the smaller the faster).
  50557. */
  50558. mainTextureRatio: number;
  50559. /**
  50560. * Enforces a fixed size texture to ensure resize independant blur.
  50561. */
  50562. mainTextureFixedSize?: number;
  50563. /**
  50564. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50565. * of the picture to blur (the smaller the faster).
  50566. */
  50567. blurTextureSizeRatio: number;
  50568. /**
  50569. * How big in texel of the blur texture is the vertical blur.
  50570. */
  50571. blurVerticalSize: number;
  50572. /**
  50573. * How big in texel of the blur texture is the horizontal blur.
  50574. */
  50575. blurHorizontalSize: number;
  50576. /**
  50577. * Alpha blending mode used to apply the blur. Default is combine.
  50578. */
  50579. alphaBlendingMode: number;
  50580. /**
  50581. * The camera attached to the layer.
  50582. */
  50583. camera: Nullable<Camera>;
  50584. /**
  50585. * Should we display highlight as a solid stroke?
  50586. */
  50587. isStroke?: boolean;
  50588. /**
  50589. * The rendering group to draw the layer in.
  50590. */
  50591. renderingGroupId: number;
  50592. }
  50593. /**
  50594. * The highlight layer Helps adding a glow effect around a mesh.
  50595. *
  50596. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50597. * glowy meshes to your scene.
  50598. *
  50599. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50600. */
  50601. export class HighlightLayer extends EffectLayer {
  50602. name: string;
  50603. /**
  50604. * Effect Name of the highlight layer.
  50605. */
  50606. static readonly EffectName: string;
  50607. /**
  50608. * The neutral color used during the preparation of the glow effect.
  50609. * This is black by default as the blend operation is a blend operation.
  50610. */
  50611. static NeutralColor: Color4;
  50612. /**
  50613. * Stencil value used for glowing meshes.
  50614. */
  50615. static GlowingMeshStencilReference: number;
  50616. /**
  50617. * Stencil value used for the other meshes in the scene.
  50618. */
  50619. static NormalMeshStencilReference: number;
  50620. /**
  50621. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50622. */
  50623. innerGlow: boolean;
  50624. /**
  50625. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50626. */
  50627. outerGlow: boolean;
  50628. /**
  50629. * Specifies the horizontal size of the blur.
  50630. */
  50631. /**
  50632. * Gets the horizontal size of the blur.
  50633. */
  50634. blurHorizontalSize: number;
  50635. /**
  50636. * Specifies the vertical size of the blur.
  50637. */
  50638. /**
  50639. * Gets the vertical size of the blur.
  50640. */
  50641. blurVerticalSize: number;
  50642. /**
  50643. * An event triggered when the highlight layer is being blurred.
  50644. */
  50645. onBeforeBlurObservable: Observable<HighlightLayer>;
  50646. /**
  50647. * An event triggered when the highlight layer has been blurred.
  50648. */
  50649. onAfterBlurObservable: Observable<HighlightLayer>;
  50650. private _instanceGlowingMeshStencilReference;
  50651. private _options;
  50652. private _downSamplePostprocess;
  50653. private _horizontalBlurPostprocess;
  50654. private _verticalBlurPostprocess;
  50655. private _blurTexture;
  50656. private _meshes;
  50657. private _excludedMeshes;
  50658. /**
  50659. * Instantiates a new highlight Layer and references it to the scene..
  50660. * @param name The name of the layer
  50661. * @param scene The scene to use the layer in
  50662. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50663. */
  50664. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50665. /**
  50666. * Get the effect name of the layer.
  50667. * @return The effect name
  50668. */
  50669. getEffectName(): string;
  50670. /**
  50671. * Create the merge effect. This is the shader use to blit the information back
  50672. * to the main canvas at the end of the scene rendering.
  50673. */
  50674. protected _createMergeEffect(): Effect;
  50675. /**
  50676. * Creates the render target textures and post processes used in the highlight layer.
  50677. */
  50678. protected _createTextureAndPostProcesses(): void;
  50679. /**
  50680. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50681. */
  50682. needStencil(): boolean;
  50683. /**
  50684. * Checks for the readiness of the element composing the layer.
  50685. * @param subMesh the mesh to check for
  50686. * @param useInstances specify wether or not to use instances to render the mesh
  50687. * @param emissiveTexture the associated emissive texture used to generate the glow
  50688. * @return true if ready otherwise, false
  50689. */
  50690. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50691. /**
  50692. * Implementation specific of rendering the generating effect on the main canvas.
  50693. * @param effect The effect used to render through
  50694. */
  50695. protected _internalRender(effect: Effect): void;
  50696. /**
  50697. * Returns true if the layer contains information to display, otherwise false.
  50698. */
  50699. shouldRender(): boolean;
  50700. /**
  50701. * Returns true if the mesh should render, otherwise false.
  50702. * @param mesh The mesh to render
  50703. * @returns true if it should render otherwise false
  50704. */
  50705. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50706. /**
  50707. * Sets the required values for both the emissive texture and and the main color.
  50708. */
  50709. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50710. /**
  50711. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50712. * @param mesh The mesh to exclude from the highlight layer
  50713. */
  50714. addExcludedMesh(mesh: Mesh): void;
  50715. /**
  50716. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50717. * @param mesh The mesh to highlight
  50718. */
  50719. removeExcludedMesh(mesh: Mesh): void;
  50720. /**
  50721. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50722. * @param mesh mesh to test
  50723. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50724. */
  50725. hasMesh(mesh: AbstractMesh): boolean;
  50726. /**
  50727. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50728. * @param mesh The mesh to highlight
  50729. * @param color The color of the highlight
  50730. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50731. */
  50732. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50733. /**
  50734. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50735. * @param mesh The mesh to highlight
  50736. */
  50737. removeMesh(mesh: Mesh): void;
  50738. /**
  50739. * Force the stencil to the normal expected value for none glowing parts
  50740. */
  50741. private _defaultStencilReference;
  50742. /**
  50743. * Free any resources and references associated to a mesh.
  50744. * Internal use
  50745. * @param mesh The mesh to free.
  50746. * @hidden
  50747. */
  50748. _disposeMesh(mesh: Mesh): void;
  50749. /**
  50750. * Dispose the highlight layer and free resources.
  50751. */
  50752. dispose(): void;
  50753. /**
  50754. * Gets the class name of the effect layer
  50755. * @returns the string with the class name of the effect layer
  50756. */
  50757. getClassName(): string;
  50758. /**
  50759. * Serializes this Highlight layer
  50760. * @returns a serialized Highlight layer object
  50761. */
  50762. serialize(): any;
  50763. /**
  50764. * Creates a Highlight layer from parsed Highlight layer data
  50765. * @param parsedHightlightLayer defines the Highlight layer data
  50766. * @param scene defines the current scene
  50767. * @param rootUrl defines the root URL containing the Highlight layer information
  50768. * @returns a parsed Highlight layer
  50769. */
  50770. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50771. }
  50772. }
  50773. declare module "babylonjs/Layers/layerSceneComponent" {
  50774. import { Scene } from "babylonjs/scene";
  50775. import { ISceneComponent } from "babylonjs/sceneComponent";
  50776. import { Layer } from "babylonjs/Layers/layer";
  50777. import { AbstractScene } from "babylonjs/abstractScene";
  50778. module "babylonjs/abstractScene" {
  50779. interface AbstractScene {
  50780. /**
  50781. * The list of layers (background and foreground) of the scene
  50782. */
  50783. layers: Array<Layer>;
  50784. }
  50785. }
  50786. /**
  50787. * Defines the layer scene component responsible to manage any layers
  50788. * in a given scene.
  50789. */
  50790. export class LayerSceneComponent implements ISceneComponent {
  50791. /**
  50792. * The component name helpfull to identify the component in the list of scene components.
  50793. */
  50794. readonly name: string;
  50795. /**
  50796. * The scene the component belongs to.
  50797. */
  50798. scene: Scene;
  50799. private _engine;
  50800. /**
  50801. * Creates a new instance of the component for the given scene
  50802. * @param scene Defines the scene to register the component in
  50803. */
  50804. constructor(scene: Scene);
  50805. /**
  50806. * Registers the component in a given scene
  50807. */
  50808. register(): void;
  50809. /**
  50810. * Rebuilds the elements related to this component in case of
  50811. * context lost for instance.
  50812. */
  50813. rebuild(): void;
  50814. /**
  50815. * Disposes the component and the associated ressources.
  50816. */
  50817. dispose(): void;
  50818. private _draw;
  50819. private _drawCameraPredicate;
  50820. private _drawCameraBackground;
  50821. private _drawCameraForeground;
  50822. private _drawRenderTargetPredicate;
  50823. private _drawRenderTargetBackground;
  50824. private _drawRenderTargetForeground;
  50825. /**
  50826. * Adds all the elements from the container to the scene
  50827. * @param container the container holding the elements
  50828. */
  50829. addFromContainer(container: AbstractScene): void;
  50830. /**
  50831. * Removes all the elements in the container from the scene
  50832. * @param container contains the elements to remove
  50833. * @param dispose if the removed element should be disposed (default: false)
  50834. */
  50835. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50836. }
  50837. }
  50838. declare module "babylonjs/Shaders/layer.fragment" {
  50839. /** @hidden */
  50840. export var layerPixelShader: {
  50841. name: string;
  50842. shader: string;
  50843. };
  50844. }
  50845. declare module "babylonjs/Shaders/layer.vertex" {
  50846. /** @hidden */
  50847. export var layerVertexShader: {
  50848. name: string;
  50849. shader: string;
  50850. };
  50851. }
  50852. declare module "babylonjs/Layers/layer" {
  50853. import { Observable } from "babylonjs/Misc/observable";
  50854. import { Nullable } from "babylonjs/types";
  50855. import { Scene } from "babylonjs/scene";
  50856. import { Vector2 } from "babylonjs/Maths/math.vector";
  50857. import { Color4 } from "babylonjs/Maths/math.color";
  50858. import { Texture } from "babylonjs/Materials/Textures/texture";
  50859. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50860. import "babylonjs/Shaders/layer.fragment";
  50861. import "babylonjs/Shaders/layer.vertex";
  50862. /**
  50863. * This represents a full screen 2d layer.
  50864. * This can be useful to display a picture in the background of your scene for instance.
  50865. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50866. */
  50867. export class Layer {
  50868. /**
  50869. * Define the name of the layer.
  50870. */
  50871. name: string;
  50872. /**
  50873. * Define the texture the layer should display.
  50874. */
  50875. texture: Nullable<Texture>;
  50876. /**
  50877. * Is the layer in background or foreground.
  50878. */
  50879. isBackground: boolean;
  50880. /**
  50881. * Define the color of the layer (instead of texture).
  50882. */
  50883. color: Color4;
  50884. /**
  50885. * Define the scale of the layer in order to zoom in out of the texture.
  50886. */
  50887. scale: Vector2;
  50888. /**
  50889. * Define an offset for the layer in order to shift the texture.
  50890. */
  50891. offset: Vector2;
  50892. /**
  50893. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  50894. */
  50895. alphaBlendingMode: number;
  50896. /**
  50897. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  50898. * Alpha test will not mix with the background color in case of transparency.
  50899. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  50900. */
  50901. alphaTest: boolean;
  50902. /**
  50903. * Define a mask to restrict the layer to only some of the scene cameras.
  50904. */
  50905. layerMask: number;
  50906. /**
  50907. * Define the list of render target the layer is visible into.
  50908. */
  50909. renderTargetTextures: RenderTargetTexture[];
  50910. /**
  50911. * Define if the layer is only used in renderTarget or if it also
  50912. * renders in the main frame buffer of the canvas.
  50913. */
  50914. renderOnlyInRenderTargetTextures: boolean;
  50915. private _scene;
  50916. private _vertexBuffers;
  50917. private _indexBuffer;
  50918. private _effect;
  50919. private _alphaTestEffect;
  50920. /**
  50921. * An event triggered when the layer is disposed.
  50922. */
  50923. onDisposeObservable: Observable<Layer>;
  50924. private _onDisposeObserver;
  50925. /**
  50926. * Back compatibility with callback before the onDisposeObservable existed.
  50927. * The set callback will be triggered when the layer has been disposed.
  50928. */
  50929. onDispose: () => void;
  50930. /**
  50931. * An event triggered before rendering the scene
  50932. */
  50933. onBeforeRenderObservable: Observable<Layer>;
  50934. private _onBeforeRenderObserver;
  50935. /**
  50936. * Back compatibility with callback before the onBeforeRenderObservable existed.
  50937. * The set callback will be triggered just before rendering the layer.
  50938. */
  50939. onBeforeRender: () => void;
  50940. /**
  50941. * An event triggered after rendering the scene
  50942. */
  50943. onAfterRenderObservable: Observable<Layer>;
  50944. private _onAfterRenderObserver;
  50945. /**
  50946. * Back compatibility with callback before the onAfterRenderObservable existed.
  50947. * The set callback will be triggered just after rendering the layer.
  50948. */
  50949. onAfterRender: () => void;
  50950. /**
  50951. * Instantiates a new layer.
  50952. * This represents a full screen 2d layer.
  50953. * This can be useful to display a picture in the background of your scene for instance.
  50954. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50955. * @param name Define the name of the layer in the scene
  50956. * @param imgUrl Define the url of the texture to display in the layer
  50957. * @param scene Define the scene the layer belongs to
  50958. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  50959. * @param color Defines a color for the layer
  50960. */
  50961. constructor(
  50962. /**
  50963. * Define the name of the layer.
  50964. */
  50965. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  50966. private _createIndexBuffer;
  50967. /** @hidden */
  50968. _rebuild(): void;
  50969. /**
  50970. * Renders the layer in the scene.
  50971. */
  50972. render(): void;
  50973. /**
  50974. * Disposes and releases the associated ressources.
  50975. */
  50976. dispose(): void;
  50977. }
  50978. }
  50979. declare module "babylonjs/Layers/index" {
  50980. export * from "babylonjs/Layers/effectLayer";
  50981. export * from "babylonjs/Layers/effectLayerSceneComponent";
  50982. export * from "babylonjs/Layers/glowLayer";
  50983. export * from "babylonjs/Layers/highlightLayer";
  50984. export * from "babylonjs/Layers/layer";
  50985. export * from "babylonjs/Layers/layerSceneComponent";
  50986. }
  50987. declare module "babylonjs/Shaders/lensFlare.fragment" {
  50988. /** @hidden */
  50989. export var lensFlarePixelShader: {
  50990. name: string;
  50991. shader: string;
  50992. };
  50993. }
  50994. declare module "babylonjs/Shaders/lensFlare.vertex" {
  50995. /** @hidden */
  50996. export var lensFlareVertexShader: {
  50997. name: string;
  50998. shader: string;
  50999. };
  51000. }
  51001. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51002. import { Scene } from "babylonjs/scene";
  51003. import { Vector3 } from "babylonjs/Maths/math.vector";
  51004. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51005. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51006. import "babylonjs/Shaders/lensFlare.fragment";
  51007. import "babylonjs/Shaders/lensFlare.vertex";
  51008. import { Viewport } from "babylonjs/Maths/math.viewport";
  51009. /**
  51010. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51011. * It is usually composed of several `lensFlare`.
  51012. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51013. */
  51014. export class LensFlareSystem {
  51015. /**
  51016. * Define the name of the lens flare system
  51017. */
  51018. name: string;
  51019. /**
  51020. * List of lens flares used in this system.
  51021. */
  51022. lensFlares: LensFlare[];
  51023. /**
  51024. * Define a limit from the border the lens flare can be visible.
  51025. */
  51026. borderLimit: number;
  51027. /**
  51028. * Define a viewport border we do not want to see the lens flare in.
  51029. */
  51030. viewportBorder: number;
  51031. /**
  51032. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51033. */
  51034. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51035. /**
  51036. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51037. */
  51038. layerMask: number;
  51039. /**
  51040. * Define the id of the lens flare system in the scene.
  51041. * (equal to name by default)
  51042. */
  51043. id: string;
  51044. private _scene;
  51045. private _emitter;
  51046. private _vertexBuffers;
  51047. private _indexBuffer;
  51048. private _effect;
  51049. private _positionX;
  51050. private _positionY;
  51051. private _isEnabled;
  51052. /** @hidden */
  51053. static _SceneComponentInitialization: (scene: Scene) => void;
  51054. /**
  51055. * Instantiates a lens flare system.
  51056. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51057. * It is usually composed of several `lensFlare`.
  51058. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51059. * @param name Define the name of the lens flare system in the scene
  51060. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51061. * @param scene Define the scene the lens flare system belongs to
  51062. */
  51063. constructor(
  51064. /**
  51065. * Define the name of the lens flare system
  51066. */
  51067. name: string, emitter: any, scene: Scene);
  51068. /**
  51069. * Define if the lens flare system is enabled.
  51070. */
  51071. isEnabled: boolean;
  51072. /**
  51073. * Get the scene the effects belongs to.
  51074. * @returns the scene holding the lens flare system
  51075. */
  51076. getScene(): Scene;
  51077. /**
  51078. * Get the emitter of the lens flare system.
  51079. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51080. * @returns the emitter of the lens flare system
  51081. */
  51082. getEmitter(): any;
  51083. /**
  51084. * Set the emitter of the lens flare system.
  51085. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51086. * @param newEmitter Define the new emitter of the system
  51087. */
  51088. setEmitter(newEmitter: any): void;
  51089. /**
  51090. * Get the lens flare system emitter position.
  51091. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51092. * @returns the position
  51093. */
  51094. getEmitterPosition(): Vector3;
  51095. /**
  51096. * @hidden
  51097. */
  51098. computeEffectivePosition(globalViewport: Viewport): boolean;
  51099. /** @hidden */
  51100. _isVisible(): boolean;
  51101. /**
  51102. * @hidden
  51103. */
  51104. render(): boolean;
  51105. /**
  51106. * Dispose and release the lens flare with its associated resources.
  51107. */
  51108. dispose(): void;
  51109. /**
  51110. * Parse a lens flare system from a JSON repressentation
  51111. * @param parsedLensFlareSystem Define the JSON to parse
  51112. * @param scene Define the scene the parsed system should be instantiated in
  51113. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51114. * @returns the parsed system
  51115. */
  51116. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51117. /**
  51118. * Serialize the current Lens Flare System into a JSON representation.
  51119. * @returns the serialized JSON
  51120. */
  51121. serialize(): any;
  51122. }
  51123. }
  51124. declare module "babylonjs/LensFlares/lensFlare" {
  51125. import { Nullable } from "babylonjs/types";
  51126. import { Color3 } from "babylonjs/Maths/math.color";
  51127. import { Texture } from "babylonjs/Materials/Textures/texture";
  51128. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51129. /**
  51130. * This represents one of the lens effect in a `lensFlareSystem`.
  51131. * It controls one of the indiviual texture used in the effect.
  51132. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51133. */
  51134. export class LensFlare {
  51135. /**
  51136. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51137. */
  51138. size: number;
  51139. /**
  51140. * 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.
  51141. */
  51142. position: number;
  51143. /**
  51144. * Define the lens color.
  51145. */
  51146. color: Color3;
  51147. /**
  51148. * Define the lens texture.
  51149. */
  51150. texture: Nullable<Texture>;
  51151. /**
  51152. * Define the alpha mode to render this particular lens.
  51153. */
  51154. alphaMode: number;
  51155. private _system;
  51156. /**
  51157. * Creates a new Lens Flare.
  51158. * This represents one of the lens effect in a `lensFlareSystem`.
  51159. * It controls one of the indiviual texture used in the effect.
  51160. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51161. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51162. * @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.
  51163. * @param color Define the lens color
  51164. * @param imgUrl Define the lens texture url
  51165. * @param system Define the `lensFlareSystem` this flare is part of
  51166. * @returns The newly created Lens Flare
  51167. */
  51168. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51169. /**
  51170. * Instantiates a new Lens Flare.
  51171. * This represents one of the lens effect in a `lensFlareSystem`.
  51172. * It controls one of the indiviual texture used in the effect.
  51173. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51174. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51175. * @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.
  51176. * @param color Define the lens color
  51177. * @param imgUrl Define the lens texture url
  51178. * @param system Define the `lensFlareSystem` this flare is part of
  51179. */
  51180. constructor(
  51181. /**
  51182. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51183. */
  51184. size: number,
  51185. /**
  51186. * 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.
  51187. */
  51188. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51189. /**
  51190. * Dispose and release the lens flare with its associated resources.
  51191. */
  51192. dispose(): void;
  51193. }
  51194. }
  51195. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51196. import { Nullable } from "babylonjs/types";
  51197. import { Scene } from "babylonjs/scene";
  51198. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51199. import { AbstractScene } from "babylonjs/abstractScene";
  51200. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51201. module "babylonjs/abstractScene" {
  51202. interface AbstractScene {
  51203. /**
  51204. * The list of lens flare system added to the scene
  51205. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51206. */
  51207. lensFlareSystems: Array<LensFlareSystem>;
  51208. /**
  51209. * Removes the given lens flare system from this scene.
  51210. * @param toRemove The lens flare system to remove
  51211. * @returns The index of the removed lens flare system
  51212. */
  51213. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51214. /**
  51215. * Adds the given lens flare system to this scene
  51216. * @param newLensFlareSystem The lens flare system to add
  51217. */
  51218. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51219. /**
  51220. * Gets a lens flare system using its name
  51221. * @param name defines the name to look for
  51222. * @returns the lens flare system or null if not found
  51223. */
  51224. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51225. /**
  51226. * Gets a lens flare system using its id
  51227. * @param id defines the id to look for
  51228. * @returns the lens flare system or null if not found
  51229. */
  51230. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51231. }
  51232. }
  51233. /**
  51234. * Defines the lens flare scene component responsible to manage any lens flares
  51235. * in a given scene.
  51236. */
  51237. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51238. /**
  51239. * The component name helpfull to identify the component in the list of scene components.
  51240. */
  51241. readonly name: string;
  51242. /**
  51243. * The scene the component belongs to.
  51244. */
  51245. scene: Scene;
  51246. /**
  51247. * Creates a new instance of the component for the given scene
  51248. * @param scene Defines the scene to register the component in
  51249. */
  51250. constructor(scene: Scene);
  51251. /**
  51252. * Registers the component in a given scene
  51253. */
  51254. register(): void;
  51255. /**
  51256. * Rebuilds the elements related to this component in case of
  51257. * context lost for instance.
  51258. */
  51259. rebuild(): void;
  51260. /**
  51261. * Adds all the elements from the container to the scene
  51262. * @param container the container holding the elements
  51263. */
  51264. addFromContainer(container: AbstractScene): void;
  51265. /**
  51266. * Removes all the elements in the container from the scene
  51267. * @param container contains the elements to remove
  51268. * @param dispose if the removed element should be disposed (default: false)
  51269. */
  51270. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51271. /**
  51272. * Serializes the component data to the specified json object
  51273. * @param serializationObject The object to serialize to
  51274. */
  51275. serialize(serializationObject: any): void;
  51276. /**
  51277. * Disposes the component and the associated ressources.
  51278. */
  51279. dispose(): void;
  51280. private _draw;
  51281. }
  51282. }
  51283. declare module "babylonjs/LensFlares/index" {
  51284. export * from "babylonjs/LensFlares/lensFlare";
  51285. export * from "babylonjs/LensFlares/lensFlareSystem";
  51286. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51287. }
  51288. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51289. import { Scene } from "babylonjs/scene";
  51290. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51291. import { AbstractScene } from "babylonjs/abstractScene";
  51292. /**
  51293. * Defines the shadow generator component responsible to manage any shadow generators
  51294. * in a given scene.
  51295. */
  51296. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51297. /**
  51298. * The component name helpfull to identify the component in the list of scene components.
  51299. */
  51300. readonly name: string;
  51301. /**
  51302. * The scene the component belongs to.
  51303. */
  51304. scene: Scene;
  51305. /**
  51306. * Creates a new instance of the component for the given scene
  51307. * @param scene Defines the scene to register the component in
  51308. */
  51309. constructor(scene: Scene);
  51310. /**
  51311. * Registers the component in a given scene
  51312. */
  51313. register(): void;
  51314. /**
  51315. * Rebuilds the elements related to this component in case of
  51316. * context lost for instance.
  51317. */
  51318. rebuild(): void;
  51319. /**
  51320. * Serializes the component data to the specified json object
  51321. * @param serializationObject The object to serialize to
  51322. */
  51323. serialize(serializationObject: any): void;
  51324. /**
  51325. * Adds all the elements from the container to the scene
  51326. * @param container the container holding the elements
  51327. */
  51328. addFromContainer(container: AbstractScene): void;
  51329. /**
  51330. * Removes all the elements in the container from the scene
  51331. * @param container contains the elements to remove
  51332. * @param dispose if the removed element should be disposed (default: false)
  51333. */
  51334. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51335. /**
  51336. * Rebuilds the elements related to this component in case of
  51337. * context lost for instance.
  51338. */
  51339. dispose(): void;
  51340. private _gatherRenderTargets;
  51341. }
  51342. }
  51343. declare module "babylonjs/Lights/Shadows/index" {
  51344. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51345. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51346. }
  51347. declare module "babylonjs/Lights/pointLight" {
  51348. import { Scene } from "babylonjs/scene";
  51349. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51350. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51351. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51352. import { Effect } from "babylonjs/Materials/effect";
  51353. /**
  51354. * A point light is a light defined by an unique point in world space.
  51355. * The light is emitted in every direction from this point.
  51356. * A good example of a point light is a standard light bulb.
  51357. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51358. */
  51359. export class PointLight extends ShadowLight {
  51360. private _shadowAngle;
  51361. /**
  51362. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51363. * This specifies what angle the shadow will use to be created.
  51364. *
  51365. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51366. */
  51367. /**
  51368. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51369. * This specifies what angle the shadow will use to be created.
  51370. *
  51371. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51372. */
  51373. shadowAngle: number;
  51374. /**
  51375. * Gets the direction if it has been set.
  51376. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51377. */
  51378. /**
  51379. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51380. */
  51381. direction: Vector3;
  51382. /**
  51383. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51384. * A PointLight emits the light in every direction.
  51385. * It can cast shadows.
  51386. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51387. * ```javascript
  51388. * var pointLight = new PointLight("pl", camera.position, scene);
  51389. * ```
  51390. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51391. * @param name The light friendly name
  51392. * @param position The position of the point light in the scene
  51393. * @param scene The scene the lights belongs to
  51394. */
  51395. constructor(name: string, position: Vector3, scene: Scene);
  51396. /**
  51397. * Returns the string "PointLight"
  51398. * @returns the class name
  51399. */
  51400. getClassName(): string;
  51401. /**
  51402. * Returns the integer 0.
  51403. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51404. */
  51405. getTypeID(): number;
  51406. /**
  51407. * Specifies wether or not the shadowmap should be a cube texture.
  51408. * @returns true if the shadowmap needs to be a cube texture.
  51409. */
  51410. needCube(): boolean;
  51411. /**
  51412. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51413. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51414. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51415. */
  51416. getShadowDirection(faceIndex?: number): Vector3;
  51417. /**
  51418. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51419. * - fov = PI / 2
  51420. * - aspect ratio : 1.0
  51421. * - z-near and far equal to the active camera minZ and maxZ.
  51422. * Returns the PointLight.
  51423. */
  51424. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51425. protected _buildUniformLayout(): void;
  51426. /**
  51427. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51428. * @param effect The effect to update
  51429. * @param lightIndex The index of the light in the effect to update
  51430. * @returns The point light
  51431. */
  51432. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51433. /**
  51434. * Prepares the list of defines specific to the light type.
  51435. * @param defines the list of defines
  51436. * @param lightIndex defines the index of the light for the effect
  51437. */
  51438. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51439. }
  51440. }
  51441. declare module "babylonjs/Lights/index" {
  51442. export * from "babylonjs/Lights/light";
  51443. export * from "babylonjs/Lights/shadowLight";
  51444. export * from "babylonjs/Lights/Shadows/index";
  51445. export * from "babylonjs/Lights/directionalLight";
  51446. export * from "babylonjs/Lights/hemisphericLight";
  51447. export * from "babylonjs/Lights/pointLight";
  51448. export * from "babylonjs/Lights/spotLight";
  51449. }
  51450. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51451. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51452. /**
  51453. * Header information of HDR texture files.
  51454. */
  51455. export interface HDRInfo {
  51456. /**
  51457. * The height of the texture in pixels.
  51458. */
  51459. height: number;
  51460. /**
  51461. * The width of the texture in pixels.
  51462. */
  51463. width: number;
  51464. /**
  51465. * The index of the beginning of the data in the binary file.
  51466. */
  51467. dataPosition: number;
  51468. }
  51469. /**
  51470. * This groups tools to convert HDR texture to native colors array.
  51471. */
  51472. export class HDRTools {
  51473. private static Ldexp;
  51474. private static Rgbe2float;
  51475. private static readStringLine;
  51476. /**
  51477. * Reads header information from an RGBE texture stored in a native array.
  51478. * More information on this format are available here:
  51479. * https://en.wikipedia.org/wiki/RGBE_image_format
  51480. *
  51481. * @param uint8array The binary file stored in native array.
  51482. * @return The header information.
  51483. */
  51484. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51485. /**
  51486. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51487. * This RGBE texture needs to store the information as a panorama.
  51488. *
  51489. * More information on this format are available here:
  51490. * https://en.wikipedia.org/wiki/RGBE_image_format
  51491. *
  51492. * @param buffer The binary file stored in an array buffer.
  51493. * @param size The expected size of the extracted cubemap.
  51494. * @return The Cube Map information.
  51495. */
  51496. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51497. /**
  51498. * Returns the pixels data extracted from an RGBE texture.
  51499. * This pixels will be stored left to right up to down in the R G B order in one array.
  51500. *
  51501. * More information on this format are available here:
  51502. * https://en.wikipedia.org/wiki/RGBE_image_format
  51503. *
  51504. * @param uint8array The binary file stored in an array buffer.
  51505. * @param hdrInfo The header information of the file.
  51506. * @return The pixels data in RGB right to left up to down order.
  51507. */
  51508. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51509. private static RGBE_ReadPixels_RLE;
  51510. }
  51511. }
  51512. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51513. import { Nullable } from "babylonjs/types";
  51514. import { Scene } from "babylonjs/scene";
  51515. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51516. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51517. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51518. /**
  51519. * This represents a texture coming from an HDR input.
  51520. *
  51521. * The only supported format is currently panorama picture stored in RGBE format.
  51522. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51523. */
  51524. export class HDRCubeTexture extends BaseTexture {
  51525. private static _facesMapping;
  51526. private _generateHarmonics;
  51527. private _noMipmap;
  51528. private _textureMatrix;
  51529. private _size;
  51530. private _onLoad;
  51531. private _onError;
  51532. /**
  51533. * The texture URL.
  51534. */
  51535. url: string;
  51536. /**
  51537. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51538. */
  51539. coordinatesMode: number;
  51540. protected _isBlocking: boolean;
  51541. /**
  51542. * Sets wether or not the texture is blocking during loading.
  51543. */
  51544. /**
  51545. * Gets wether or not the texture is blocking during loading.
  51546. */
  51547. isBlocking: boolean;
  51548. protected _rotationY: number;
  51549. /**
  51550. * Sets texture matrix rotation angle around Y axis in radians.
  51551. */
  51552. /**
  51553. * Gets texture matrix rotation angle around Y axis radians.
  51554. */
  51555. rotationY: number;
  51556. /**
  51557. * Gets or sets the center of the bounding box associated with the cube texture
  51558. * It must define where the camera used to render the texture was set
  51559. */
  51560. boundingBoxPosition: Vector3;
  51561. private _boundingBoxSize;
  51562. /**
  51563. * Gets or sets the size of the bounding box associated with the cube texture
  51564. * When defined, the cubemap will switch to local mode
  51565. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51566. * @example https://www.babylonjs-playground.com/#RNASML
  51567. */
  51568. boundingBoxSize: Vector3;
  51569. /**
  51570. * Instantiates an HDRTexture from the following parameters.
  51571. *
  51572. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51573. * @param scene The scene the texture will be used in
  51574. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51575. * @param noMipmap Forces to not generate the mipmap if true
  51576. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51577. * @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)
  51578. * @param reserved Reserved flag for internal use.
  51579. */
  51580. 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>);
  51581. /**
  51582. * Get the current class name of the texture useful for serialization or dynamic coding.
  51583. * @returns "HDRCubeTexture"
  51584. */
  51585. getClassName(): string;
  51586. /**
  51587. * Occurs when the file is raw .hdr file.
  51588. */
  51589. private loadTexture;
  51590. clone(): HDRCubeTexture;
  51591. delayLoad(): void;
  51592. /**
  51593. * Get the texture reflection matrix used to rotate/transform the reflection.
  51594. * @returns the reflection matrix
  51595. */
  51596. getReflectionTextureMatrix(): Matrix;
  51597. /**
  51598. * Set the texture reflection matrix used to rotate/transform the reflection.
  51599. * @param value Define the reflection matrix to set
  51600. */
  51601. setReflectionTextureMatrix(value: Matrix): void;
  51602. /**
  51603. * Parses a JSON representation of an HDR Texture in order to create the texture
  51604. * @param parsedTexture Define the JSON representation
  51605. * @param scene Define the scene the texture should be created in
  51606. * @param rootUrl Define the root url in case we need to load relative dependencies
  51607. * @returns the newly created texture after parsing
  51608. */
  51609. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51610. serialize(): any;
  51611. }
  51612. }
  51613. declare module "babylonjs/Physics/physicsEngine" {
  51614. import { Nullable } from "babylonjs/types";
  51615. import { Vector3 } from "babylonjs/Maths/math.vector";
  51616. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51617. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51618. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51619. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51620. /**
  51621. * Class used to control physics engine
  51622. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51623. */
  51624. export class PhysicsEngine implements IPhysicsEngine {
  51625. private _physicsPlugin;
  51626. /**
  51627. * Global value used to control the smallest number supported by the simulation
  51628. */
  51629. static Epsilon: number;
  51630. private _impostors;
  51631. private _joints;
  51632. /**
  51633. * Gets the gravity vector used by the simulation
  51634. */
  51635. gravity: Vector3;
  51636. /**
  51637. * Factory used to create the default physics plugin.
  51638. * @returns The default physics plugin
  51639. */
  51640. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51641. /**
  51642. * Creates a new Physics Engine
  51643. * @param gravity defines the gravity vector used by the simulation
  51644. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51645. */
  51646. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51647. /**
  51648. * Sets the gravity vector used by the simulation
  51649. * @param gravity defines the gravity vector to use
  51650. */
  51651. setGravity(gravity: Vector3): void;
  51652. /**
  51653. * Set the time step of the physics engine.
  51654. * Default is 1/60.
  51655. * To slow it down, enter 1/600 for example.
  51656. * To speed it up, 1/30
  51657. * @param newTimeStep defines the new timestep to apply to this world.
  51658. */
  51659. setTimeStep(newTimeStep?: number): void;
  51660. /**
  51661. * Get the time step of the physics engine.
  51662. * @returns the current time step
  51663. */
  51664. getTimeStep(): number;
  51665. /**
  51666. * Release all resources
  51667. */
  51668. dispose(): void;
  51669. /**
  51670. * Gets the name of the current physics plugin
  51671. * @returns the name of the plugin
  51672. */
  51673. getPhysicsPluginName(): string;
  51674. /**
  51675. * Adding a new impostor for the impostor tracking.
  51676. * This will be done by the impostor itself.
  51677. * @param impostor the impostor to add
  51678. */
  51679. addImpostor(impostor: PhysicsImpostor): void;
  51680. /**
  51681. * Remove an impostor from the engine.
  51682. * This impostor and its mesh will not longer be updated by the physics engine.
  51683. * @param impostor the impostor to remove
  51684. */
  51685. removeImpostor(impostor: PhysicsImpostor): void;
  51686. /**
  51687. * Add a joint to the physics engine
  51688. * @param mainImpostor defines the main impostor to which the joint is added.
  51689. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51690. * @param joint defines the joint that will connect both impostors.
  51691. */
  51692. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51693. /**
  51694. * Removes a joint from the simulation
  51695. * @param mainImpostor defines the impostor used with the joint
  51696. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51697. * @param joint defines the joint to remove
  51698. */
  51699. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51700. /**
  51701. * Called by the scene. No need to call it.
  51702. * @param delta defines the timespam between frames
  51703. */
  51704. _step(delta: number): void;
  51705. /**
  51706. * Gets the current plugin used to run the simulation
  51707. * @returns current plugin
  51708. */
  51709. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51710. /**
  51711. * Gets the list of physic impostors
  51712. * @returns an array of PhysicsImpostor
  51713. */
  51714. getImpostors(): Array<PhysicsImpostor>;
  51715. /**
  51716. * Gets the impostor for a physics enabled object
  51717. * @param object defines the object impersonated by the impostor
  51718. * @returns the PhysicsImpostor or null if not found
  51719. */
  51720. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51721. /**
  51722. * Gets the impostor for a physics body object
  51723. * @param body defines physics body used by the impostor
  51724. * @returns the PhysicsImpostor or null if not found
  51725. */
  51726. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51727. /**
  51728. * Does a raycast in the physics world
  51729. * @param from when should the ray start?
  51730. * @param to when should the ray end?
  51731. * @returns PhysicsRaycastResult
  51732. */
  51733. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51734. }
  51735. }
  51736. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51737. import { Nullable } from "babylonjs/types";
  51738. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51739. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51740. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51741. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51742. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51743. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51744. /** @hidden */
  51745. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51746. private _useDeltaForWorldStep;
  51747. world: any;
  51748. name: string;
  51749. private _physicsMaterials;
  51750. private _fixedTimeStep;
  51751. private _cannonRaycastResult;
  51752. private _raycastResult;
  51753. private _physicsBodysToRemoveAfterStep;
  51754. BJSCANNON: any;
  51755. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51756. setGravity(gravity: Vector3): void;
  51757. setTimeStep(timeStep: number): void;
  51758. getTimeStep(): number;
  51759. executeStep(delta: number): void;
  51760. private _removeMarkedPhysicsBodiesFromWorld;
  51761. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51762. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51763. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51764. private _processChildMeshes;
  51765. removePhysicsBody(impostor: PhysicsImpostor): void;
  51766. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51767. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51768. private _addMaterial;
  51769. private _checkWithEpsilon;
  51770. private _createShape;
  51771. private _createHeightmap;
  51772. private _minus90X;
  51773. private _plus90X;
  51774. private _tmpPosition;
  51775. private _tmpDeltaPosition;
  51776. private _tmpUnityRotation;
  51777. private _updatePhysicsBodyTransformation;
  51778. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51779. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51780. isSupported(): boolean;
  51781. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51782. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51783. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51784. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51785. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51786. getBodyMass(impostor: PhysicsImpostor): number;
  51787. getBodyFriction(impostor: PhysicsImpostor): number;
  51788. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51789. getBodyRestitution(impostor: PhysicsImpostor): number;
  51790. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51791. sleepBody(impostor: PhysicsImpostor): void;
  51792. wakeUpBody(impostor: PhysicsImpostor): void;
  51793. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51794. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51795. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51796. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51797. getRadius(impostor: PhysicsImpostor): number;
  51798. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51799. dispose(): void;
  51800. private _extendNamespace;
  51801. /**
  51802. * Does a raycast in the physics world
  51803. * @param from when should the ray start?
  51804. * @param to when should the ray end?
  51805. * @returns PhysicsRaycastResult
  51806. */
  51807. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51808. }
  51809. }
  51810. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51811. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51812. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51813. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51814. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51815. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51816. import { Nullable } from "babylonjs/types";
  51817. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51818. /** @hidden */
  51819. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51820. world: any;
  51821. name: string;
  51822. BJSOIMO: any;
  51823. private _raycastResult;
  51824. constructor(iterations?: number, oimoInjection?: any);
  51825. setGravity(gravity: Vector3): void;
  51826. setTimeStep(timeStep: number): void;
  51827. getTimeStep(): number;
  51828. private _tmpImpostorsArray;
  51829. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51830. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51831. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51832. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51833. private _tmpPositionVector;
  51834. removePhysicsBody(impostor: PhysicsImpostor): void;
  51835. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51836. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51837. isSupported(): boolean;
  51838. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51839. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51840. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51841. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51842. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51843. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51844. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51845. getBodyMass(impostor: PhysicsImpostor): number;
  51846. getBodyFriction(impostor: PhysicsImpostor): number;
  51847. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51848. getBodyRestitution(impostor: PhysicsImpostor): number;
  51849. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51850. sleepBody(impostor: PhysicsImpostor): void;
  51851. wakeUpBody(impostor: PhysicsImpostor): void;
  51852. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51853. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51854. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51855. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51856. getRadius(impostor: PhysicsImpostor): number;
  51857. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51858. dispose(): void;
  51859. /**
  51860. * Does a raycast in the physics world
  51861. * @param from when should the ray start?
  51862. * @param to when should the ray end?
  51863. * @returns PhysicsRaycastResult
  51864. */
  51865. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51866. }
  51867. }
  51868. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51869. import { Nullable } from "babylonjs/types";
  51870. import { Scene } from "babylonjs/scene";
  51871. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51872. import { Color4 } from "babylonjs/Maths/math.color";
  51873. import { Mesh } from "babylonjs/Meshes/mesh";
  51874. /**
  51875. * Class containing static functions to help procedurally build meshes
  51876. */
  51877. export class RibbonBuilder {
  51878. /**
  51879. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51880. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51881. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  51882. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  51883. * * 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
  51884. * * 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
  51885. * * 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
  51886. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51887. * * If you create a double-sided mesh, you can choose what parts of 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
  51888. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51889. * * 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
  51890. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  51891. * * 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
  51892. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  51893. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51894. * @param name defines the name of the mesh
  51895. * @param options defines the options used to create the mesh
  51896. * @param scene defines the hosting scene
  51897. * @returns the ribbon mesh
  51898. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  51899. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51900. */
  51901. static CreateRibbon(name: string, options: {
  51902. pathArray: Vector3[][];
  51903. closeArray?: boolean;
  51904. closePath?: boolean;
  51905. offset?: number;
  51906. updatable?: boolean;
  51907. sideOrientation?: number;
  51908. frontUVs?: Vector4;
  51909. backUVs?: Vector4;
  51910. instance?: Mesh;
  51911. invertUV?: boolean;
  51912. uvs?: Vector2[];
  51913. colors?: Color4[];
  51914. }, scene?: Nullable<Scene>): Mesh;
  51915. }
  51916. }
  51917. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  51918. import { Nullable } from "babylonjs/types";
  51919. import { Scene } from "babylonjs/scene";
  51920. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  51921. import { Mesh } from "babylonjs/Meshes/mesh";
  51922. /**
  51923. * Class containing static functions to help procedurally build meshes
  51924. */
  51925. export class ShapeBuilder {
  51926. /**
  51927. * 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.
  51928. * * 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.
  51929. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51930. * * 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.
  51931. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  51932. * * 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
  51933. * * 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
  51934. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  51935. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51936. * * If you create a double-sided mesh, you can choose what parts of 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
  51937. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  51938. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  51939. * @param name defines the name of the mesh
  51940. * @param options defines the options used to create the mesh
  51941. * @param scene defines the hosting scene
  51942. * @returns the extruded shape mesh
  51943. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51944. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51945. */
  51946. static ExtrudeShape(name: string, options: {
  51947. shape: Vector3[];
  51948. path: Vector3[];
  51949. scale?: number;
  51950. rotation?: number;
  51951. cap?: number;
  51952. updatable?: boolean;
  51953. sideOrientation?: number;
  51954. frontUVs?: Vector4;
  51955. backUVs?: Vector4;
  51956. instance?: Mesh;
  51957. invertUV?: boolean;
  51958. }, scene?: Nullable<Scene>): Mesh;
  51959. /**
  51960. * Creates an custom extruded shape mesh.
  51961. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  51962. * * 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.
  51963. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51964. * * 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
  51965. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  51966. * * 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
  51967. * * It must returns a float value that will be the scale value applied to the shape on each path point
  51968. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  51969. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  51970. * * 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
  51971. * * 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
  51972. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  51973. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51974. * * If you create a double-sided mesh, you can choose what parts of 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
  51975. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51976. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51977. * @param name defines the name of the mesh
  51978. * @param options defines the options used to create the mesh
  51979. * @param scene defines the hosting scene
  51980. * @returns the custom extruded shape mesh
  51981. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  51982. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51983. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51984. */
  51985. static ExtrudeShapeCustom(name: string, options: {
  51986. shape: Vector3[];
  51987. path: Vector3[];
  51988. scaleFunction?: any;
  51989. rotationFunction?: any;
  51990. ribbonCloseArray?: boolean;
  51991. ribbonClosePath?: boolean;
  51992. cap?: number;
  51993. updatable?: boolean;
  51994. sideOrientation?: number;
  51995. frontUVs?: Vector4;
  51996. backUVs?: Vector4;
  51997. instance?: Mesh;
  51998. invertUV?: boolean;
  51999. }, scene?: Nullable<Scene>): Mesh;
  52000. private static _ExtrudeShapeGeneric;
  52001. }
  52002. }
  52003. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52004. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52005. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52006. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52007. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52008. import { Nullable } from "babylonjs/types";
  52009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52010. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52011. /**
  52012. * AmmoJS Physics plugin
  52013. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52014. * @see https://github.com/kripken/ammo.js/
  52015. */
  52016. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52017. private _useDeltaForWorldStep;
  52018. /**
  52019. * Reference to the Ammo library
  52020. */
  52021. bjsAMMO: any;
  52022. /**
  52023. * Created ammoJS world which physics bodies are added to
  52024. */
  52025. world: any;
  52026. /**
  52027. * Name of the plugin
  52028. */
  52029. name: string;
  52030. private _timeStep;
  52031. private _fixedTimeStep;
  52032. private _maxSteps;
  52033. private _tmpQuaternion;
  52034. private _tmpAmmoTransform;
  52035. private _tmpAmmoQuaternion;
  52036. private _tmpAmmoConcreteContactResultCallback;
  52037. private _collisionConfiguration;
  52038. private _dispatcher;
  52039. private _overlappingPairCache;
  52040. private _solver;
  52041. private _softBodySolver;
  52042. private _tmpAmmoVectorA;
  52043. private _tmpAmmoVectorB;
  52044. private _tmpAmmoVectorC;
  52045. private _tmpAmmoVectorD;
  52046. private _tmpContactCallbackResult;
  52047. private _tmpAmmoVectorRCA;
  52048. private _tmpAmmoVectorRCB;
  52049. private _raycastResult;
  52050. private static readonly DISABLE_COLLISION_FLAG;
  52051. private static readonly KINEMATIC_FLAG;
  52052. private static readonly DISABLE_DEACTIVATION_FLAG;
  52053. /**
  52054. * Initializes the ammoJS plugin
  52055. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52056. * @param ammoInjection can be used to inject your own ammo reference
  52057. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52058. */
  52059. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52060. /**
  52061. * Sets the gravity of the physics world (m/(s^2))
  52062. * @param gravity Gravity to set
  52063. */
  52064. setGravity(gravity: Vector3): void;
  52065. /**
  52066. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52067. * @param timeStep timestep to use in seconds
  52068. */
  52069. setTimeStep(timeStep: number): void;
  52070. /**
  52071. * 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)
  52072. * @param fixedTimeStep fixedTimeStep to use in seconds
  52073. */
  52074. setFixedTimeStep(fixedTimeStep: number): void;
  52075. /**
  52076. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52077. * @param maxSteps the maximum number of steps by the physics engine per frame
  52078. */
  52079. setMaxSteps(maxSteps: number): void;
  52080. /**
  52081. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52082. * @returns the current timestep in seconds
  52083. */
  52084. getTimeStep(): number;
  52085. private _isImpostorInContact;
  52086. private _isImpostorPairInContact;
  52087. private _stepSimulation;
  52088. /**
  52089. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52090. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52091. * After the step the babylon meshes are set to the position of the physics imposters
  52092. * @param delta amount of time to step forward
  52093. * @param impostors array of imposters to update before/after the step
  52094. */
  52095. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52096. /**
  52097. * Update babylon mesh to match physics world object
  52098. * @param impostor imposter to match
  52099. */
  52100. private _afterSoftStep;
  52101. /**
  52102. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52103. * @param impostor imposter to match
  52104. */
  52105. private _ropeStep;
  52106. /**
  52107. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52108. * @param impostor imposter to match
  52109. */
  52110. private _softbodyOrClothStep;
  52111. private _tmpVector;
  52112. private _tmpMatrix;
  52113. /**
  52114. * Applies an impulse on the imposter
  52115. * @param impostor imposter to apply impulse to
  52116. * @param force amount of force to be applied to the imposter
  52117. * @param contactPoint the location to apply the impulse on the imposter
  52118. */
  52119. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52120. /**
  52121. * Applies a force on the imposter
  52122. * @param impostor imposter to apply force
  52123. * @param force amount of force to be applied to the imposter
  52124. * @param contactPoint the location to apply the force on the imposter
  52125. */
  52126. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52127. /**
  52128. * Creates a physics body using the plugin
  52129. * @param impostor the imposter to create the physics body on
  52130. */
  52131. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52132. /**
  52133. * Removes the physics body from the imposter and disposes of the body's memory
  52134. * @param impostor imposter to remove the physics body from
  52135. */
  52136. removePhysicsBody(impostor: PhysicsImpostor): void;
  52137. /**
  52138. * Generates a joint
  52139. * @param impostorJoint the imposter joint to create the joint with
  52140. */
  52141. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52142. /**
  52143. * Removes a joint
  52144. * @param impostorJoint the imposter joint to remove the joint from
  52145. */
  52146. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52147. private _addMeshVerts;
  52148. /**
  52149. * Initialise the soft body vertices to match its object's (mesh) vertices
  52150. * Softbody vertices (nodes) are in world space and to match this
  52151. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52152. * @param impostor to create the softbody for
  52153. */
  52154. private _softVertexData;
  52155. /**
  52156. * Create an impostor's soft body
  52157. * @param impostor to create the softbody for
  52158. */
  52159. private _createSoftbody;
  52160. /**
  52161. * Create cloth for an impostor
  52162. * @param impostor to create the softbody for
  52163. */
  52164. private _createCloth;
  52165. /**
  52166. * Create rope for an impostor
  52167. * @param impostor to create the softbody for
  52168. */
  52169. private _createRope;
  52170. private _addHullVerts;
  52171. private _createShape;
  52172. /**
  52173. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52174. * @param impostor imposter containing the physics body and babylon object
  52175. */
  52176. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52177. /**
  52178. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52179. * @param impostor imposter containing the physics body and babylon object
  52180. * @param newPosition new position
  52181. * @param newRotation new rotation
  52182. */
  52183. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52184. /**
  52185. * If this plugin is supported
  52186. * @returns true if its supported
  52187. */
  52188. isSupported(): boolean;
  52189. /**
  52190. * Sets the linear velocity of the physics body
  52191. * @param impostor imposter to set the velocity on
  52192. * @param velocity velocity to set
  52193. */
  52194. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52195. /**
  52196. * Sets the angular velocity of the physics body
  52197. * @param impostor imposter to set the velocity on
  52198. * @param velocity velocity to set
  52199. */
  52200. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52201. /**
  52202. * gets the linear velocity
  52203. * @param impostor imposter to get linear velocity from
  52204. * @returns linear velocity
  52205. */
  52206. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52207. /**
  52208. * gets the angular velocity
  52209. * @param impostor imposter to get angular velocity from
  52210. * @returns angular velocity
  52211. */
  52212. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52213. /**
  52214. * Sets the mass of physics body
  52215. * @param impostor imposter to set the mass on
  52216. * @param mass mass to set
  52217. */
  52218. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52219. /**
  52220. * Gets the mass of the physics body
  52221. * @param impostor imposter to get the mass from
  52222. * @returns mass
  52223. */
  52224. getBodyMass(impostor: PhysicsImpostor): number;
  52225. /**
  52226. * Gets friction of the impostor
  52227. * @param impostor impostor to get friction from
  52228. * @returns friction value
  52229. */
  52230. getBodyFriction(impostor: PhysicsImpostor): number;
  52231. /**
  52232. * Sets friction of the impostor
  52233. * @param impostor impostor to set friction on
  52234. * @param friction friction value
  52235. */
  52236. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52237. /**
  52238. * Gets restitution of the impostor
  52239. * @param impostor impostor to get restitution from
  52240. * @returns restitution value
  52241. */
  52242. getBodyRestitution(impostor: PhysicsImpostor): number;
  52243. /**
  52244. * Sets resitution of the impostor
  52245. * @param impostor impostor to set resitution on
  52246. * @param restitution resitution value
  52247. */
  52248. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52249. /**
  52250. * Gets pressure inside the impostor
  52251. * @param impostor impostor to get pressure from
  52252. * @returns pressure value
  52253. */
  52254. getBodyPressure(impostor: PhysicsImpostor): number;
  52255. /**
  52256. * Sets pressure inside a soft body impostor
  52257. * Cloth and rope must remain 0 pressure
  52258. * @param impostor impostor to set pressure on
  52259. * @param pressure pressure value
  52260. */
  52261. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52262. /**
  52263. * Gets stiffness of the impostor
  52264. * @param impostor impostor to get stiffness from
  52265. * @returns pressure value
  52266. */
  52267. getBodyStiffness(impostor: PhysicsImpostor): number;
  52268. /**
  52269. * Sets stiffness of the impostor
  52270. * @param impostor impostor to set stiffness on
  52271. * @param stiffness stiffness value from 0 to 1
  52272. */
  52273. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52274. /**
  52275. * Gets velocityIterations of the impostor
  52276. * @param impostor impostor to get velocity iterations from
  52277. * @returns velocityIterations value
  52278. */
  52279. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52280. /**
  52281. * Sets velocityIterations of the impostor
  52282. * @param impostor impostor to set velocity iterations on
  52283. * @param velocityIterations velocityIterations value
  52284. */
  52285. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52286. /**
  52287. * Gets positionIterations of the impostor
  52288. * @param impostor impostor to get position iterations from
  52289. * @returns positionIterations value
  52290. */
  52291. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52292. /**
  52293. * Sets positionIterations of the impostor
  52294. * @param impostor impostor to set position on
  52295. * @param positionIterations positionIterations value
  52296. */
  52297. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52298. /**
  52299. * Append an anchor to a cloth object
  52300. * @param impostor is the cloth impostor to add anchor to
  52301. * @param otherImpostor is the rigid impostor to anchor to
  52302. * @param width ratio across width from 0 to 1
  52303. * @param height ratio up height from 0 to 1
  52304. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52305. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52306. */
  52307. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52308. /**
  52309. * Append an hook to a rope object
  52310. * @param impostor is the rope impostor to add hook to
  52311. * @param otherImpostor is the rigid impostor to hook to
  52312. * @param length ratio along the rope from 0 to 1
  52313. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52314. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52315. */
  52316. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52317. /**
  52318. * Sleeps the physics body and stops it from being active
  52319. * @param impostor impostor to sleep
  52320. */
  52321. sleepBody(impostor: PhysicsImpostor): void;
  52322. /**
  52323. * Activates the physics body
  52324. * @param impostor impostor to activate
  52325. */
  52326. wakeUpBody(impostor: PhysicsImpostor): void;
  52327. /**
  52328. * Updates the distance parameters of the joint
  52329. * @param joint joint to update
  52330. * @param maxDistance maximum distance of the joint
  52331. * @param minDistance minimum distance of the joint
  52332. */
  52333. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52334. /**
  52335. * Sets a motor on the joint
  52336. * @param joint joint to set motor on
  52337. * @param speed speed of the motor
  52338. * @param maxForce maximum force of the motor
  52339. * @param motorIndex index of the motor
  52340. */
  52341. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52342. /**
  52343. * Sets the motors limit
  52344. * @param joint joint to set limit on
  52345. * @param upperLimit upper limit
  52346. * @param lowerLimit lower limit
  52347. */
  52348. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52349. /**
  52350. * Syncs the position and rotation of a mesh with the impostor
  52351. * @param mesh mesh to sync
  52352. * @param impostor impostor to update the mesh with
  52353. */
  52354. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52355. /**
  52356. * Gets the radius of the impostor
  52357. * @param impostor impostor to get radius from
  52358. * @returns the radius
  52359. */
  52360. getRadius(impostor: PhysicsImpostor): number;
  52361. /**
  52362. * Gets the box size of the impostor
  52363. * @param impostor impostor to get box size from
  52364. * @param result the resulting box size
  52365. */
  52366. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52367. /**
  52368. * Disposes of the impostor
  52369. */
  52370. dispose(): void;
  52371. /**
  52372. * Does a raycast in the physics world
  52373. * @param from when should the ray start?
  52374. * @param to when should the ray end?
  52375. * @returns PhysicsRaycastResult
  52376. */
  52377. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52378. }
  52379. }
  52380. declare module "babylonjs/Probes/reflectionProbe" {
  52381. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52382. import { Vector3 } from "babylonjs/Maths/math.vector";
  52383. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52384. import { Nullable } from "babylonjs/types";
  52385. import { Scene } from "babylonjs/scene";
  52386. module "babylonjs/abstractScene" {
  52387. interface AbstractScene {
  52388. /**
  52389. * The list of reflection probes added to the scene
  52390. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52391. */
  52392. reflectionProbes: Array<ReflectionProbe>;
  52393. /**
  52394. * Removes the given reflection probe from this scene.
  52395. * @param toRemove The reflection probe to remove
  52396. * @returns The index of the removed reflection probe
  52397. */
  52398. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52399. /**
  52400. * Adds the given reflection probe to this scene.
  52401. * @param newReflectionProbe The reflection probe to add
  52402. */
  52403. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52404. }
  52405. }
  52406. /**
  52407. * Class used to generate realtime reflection / refraction cube textures
  52408. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52409. */
  52410. export class ReflectionProbe {
  52411. /** defines the name of the probe */
  52412. name: string;
  52413. private _scene;
  52414. private _renderTargetTexture;
  52415. private _projectionMatrix;
  52416. private _viewMatrix;
  52417. private _target;
  52418. private _add;
  52419. private _attachedMesh;
  52420. private _invertYAxis;
  52421. /** Gets or sets probe position (center of the cube map) */
  52422. position: Vector3;
  52423. /**
  52424. * Creates a new reflection probe
  52425. * @param name defines the name of the probe
  52426. * @param size defines the texture resolution (for each face)
  52427. * @param scene defines the hosting scene
  52428. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52429. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52430. */
  52431. constructor(
  52432. /** defines the name of the probe */
  52433. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52434. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52435. samples: number;
  52436. /** Gets or sets the refresh rate to use (on every frame by default) */
  52437. refreshRate: number;
  52438. /**
  52439. * Gets the hosting scene
  52440. * @returns a Scene
  52441. */
  52442. getScene(): Scene;
  52443. /** Gets the internal CubeTexture used to render to */
  52444. readonly cubeTexture: RenderTargetTexture;
  52445. /** Gets the list of meshes to render */
  52446. readonly renderList: Nullable<AbstractMesh[]>;
  52447. /**
  52448. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52449. * @param mesh defines the mesh to attach to
  52450. */
  52451. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52452. /**
  52453. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52454. * @param renderingGroupId The rendering group id corresponding to its index
  52455. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52456. */
  52457. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52458. /**
  52459. * Clean all associated resources
  52460. */
  52461. dispose(): void;
  52462. /**
  52463. * Converts the reflection probe information to a readable string for debug purpose.
  52464. * @param fullDetails Supports for multiple levels of logging within scene loading
  52465. * @returns the human readable reflection probe info
  52466. */
  52467. toString(fullDetails?: boolean): string;
  52468. /**
  52469. * Get the class name of the relfection probe.
  52470. * @returns "ReflectionProbe"
  52471. */
  52472. getClassName(): string;
  52473. /**
  52474. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52475. * @returns The JSON representation of the texture
  52476. */
  52477. serialize(): any;
  52478. /**
  52479. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52480. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52481. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52482. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52483. * @returns The parsed reflection probe if successful
  52484. */
  52485. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52486. }
  52487. }
  52488. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52489. /** @hidden */
  52490. export var _BabylonLoaderRegistered: boolean;
  52491. }
  52492. declare module "babylonjs/Loading/Plugins/index" {
  52493. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52494. }
  52495. declare module "babylonjs/Loading/index" {
  52496. export * from "babylonjs/Loading/loadingScreen";
  52497. export * from "babylonjs/Loading/Plugins/index";
  52498. export * from "babylonjs/Loading/sceneLoader";
  52499. export * from "babylonjs/Loading/sceneLoaderFlags";
  52500. }
  52501. declare module "babylonjs/Materials/Background/index" {
  52502. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52503. }
  52504. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52505. import { Scene } from "babylonjs/scene";
  52506. import { Color3 } from "babylonjs/Maths/math.color";
  52507. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52508. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52509. /**
  52510. * The Physically based simple base material of BJS.
  52511. *
  52512. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52513. * It is used as the base class for both the specGloss and metalRough conventions.
  52514. */
  52515. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52516. /**
  52517. * Number of Simultaneous lights allowed on the material.
  52518. */
  52519. maxSimultaneousLights: number;
  52520. /**
  52521. * If sets to true, disables all the lights affecting the material.
  52522. */
  52523. disableLighting: boolean;
  52524. /**
  52525. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52526. */
  52527. environmentTexture: BaseTexture;
  52528. /**
  52529. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52530. */
  52531. invertNormalMapX: boolean;
  52532. /**
  52533. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52534. */
  52535. invertNormalMapY: boolean;
  52536. /**
  52537. * Normal map used in the model.
  52538. */
  52539. normalTexture: BaseTexture;
  52540. /**
  52541. * Emissivie color used to self-illuminate the model.
  52542. */
  52543. emissiveColor: Color3;
  52544. /**
  52545. * Emissivie texture used to self-illuminate the model.
  52546. */
  52547. emissiveTexture: BaseTexture;
  52548. /**
  52549. * Occlusion Channel Strenght.
  52550. */
  52551. occlusionStrength: number;
  52552. /**
  52553. * Occlusion Texture of the material (adding extra occlusion effects).
  52554. */
  52555. occlusionTexture: BaseTexture;
  52556. /**
  52557. * Defines the alpha limits in alpha test mode.
  52558. */
  52559. alphaCutOff: number;
  52560. /**
  52561. * Gets the current double sided mode.
  52562. */
  52563. /**
  52564. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52565. */
  52566. doubleSided: boolean;
  52567. /**
  52568. * Stores the pre-calculated light information of a mesh in a texture.
  52569. */
  52570. lightmapTexture: BaseTexture;
  52571. /**
  52572. * If true, the light map contains occlusion information instead of lighting info.
  52573. */
  52574. useLightmapAsShadowmap: boolean;
  52575. /**
  52576. * Instantiates a new PBRMaterial instance.
  52577. *
  52578. * @param name The material name
  52579. * @param scene The scene the material will be use in.
  52580. */
  52581. constructor(name: string, scene: Scene);
  52582. getClassName(): string;
  52583. }
  52584. }
  52585. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52586. import { Scene } from "babylonjs/scene";
  52587. import { Color3 } from "babylonjs/Maths/math.color";
  52588. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52589. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52590. /**
  52591. * The PBR material of BJS following the metal roughness convention.
  52592. *
  52593. * This fits to the PBR convention in the GLTF definition:
  52594. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52595. */
  52596. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52597. /**
  52598. * The base color has two different interpretations depending on the value of metalness.
  52599. * When the material is a metal, the base color is the specific measured reflectance value
  52600. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52601. * of the material.
  52602. */
  52603. baseColor: Color3;
  52604. /**
  52605. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52606. * well as opacity information in the alpha channel.
  52607. */
  52608. baseTexture: BaseTexture;
  52609. /**
  52610. * Specifies the metallic scalar value of the material.
  52611. * Can also be used to scale the metalness values of the metallic texture.
  52612. */
  52613. metallic: number;
  52614. /**
  52615. * Specifies the roughness scalar value of the material.
  52616. * Can also be used to scale the roughness values of the metallic texture.
  52617. */
  52618. roughness: number;
  52619. /**
  52620. * Texture containing both the metallic value in the B channel and the
  52621. * roughness value in the G channel to keep better precision.
  52622. */
  52623. metallicRoughnessTexture: BaseTexture;
  52624. /**
  52625. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52626. *
  52627. * @param name The material name
  52628. * @param scene The scene the material will be use in.
  52629. */
  52630. constructor(name: string, scene: Scene);
  52631. /**
  52632. * Return the currrent class name of the material.
  52633. */
  52634. getClassName(): string;
  52635. /**
  52636. * Makes a duplicate of the current material.
  52637. * @param name - name to use for the new material.
  52638. */
  52639. clone(name: string): PBRMetallicRoughnessMaterial;
  52640. /**
  52641. * Serialize the material to a parsable JSON object.
  52642. */
  52643. serialize(): any;
  52644. /**
  52645. * Parses a JSON object correponding to the serialize function.
  52646. */
  52647. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52648. }
  52649. }
  52650. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52651. import { Scene } from "babylonjs/scene";
  52652. import { Color3 } from "babylonjs/Maths/math.color";
  52653. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52654. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52655. /**
  52656. * The PBR material of BJS following the specular glossiness convention.
  52657. *
  52658. * This fits to the PBR convention in the GLTF definition:
  52659. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52660. */
  52661. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52662. /**
  52663. * Specifies the diffuse color of the material.
  52664. */
  52665. diffuseColor: Color3;
  52666. /**
  52667. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52668. * channel.
  52669. */
  52670. diffuseTexture: BaseTexture;
  52671. /**
  52672. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52673. */
  52674. specularColor: Color3;
  52675. /**
  52676. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52677. */
  52678. glossiness: number;
  52679. /**
  52680. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52681. */
  52682. specularGlossinessTexture: BaseTexture;
  52683. /**
  52684. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52685. *
  52686. * @param name The material name
  52687. * @param scene The scene the material will be use in.
  52688. */
  52689. constructor(name: string, scene: Scene);
  52690. /**
  52691. * Return the currrent class name of the material.
  52692. */
  52693. getClassName(): string;
  52694. /**
  52695. * Makes a duplicate of the current material.
  52696. * @param name - name to use for the new material.
  52697. */
  52698. clone(name: string): PBRSpecularGlossinessMaterial;
  52699. /**
  52700. * Serialize the material to a parsable JSON object.
  52701. */
  52702. serialize(): any;
  52703. /**
  52704. * Parses a JSON object correponding to the serialize function.
  52705. */
  52706. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52707. }
  52708. }
  52709. declare module "babylonjs/Materials/PBR/index" {
  52710. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52711. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52712. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52713. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52714. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52715. }
  52716. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52717. import { Nullable } from "babylonjs/types";
  52718. import { Scene } from "babylonjs/scene";
  52719. import { Matrix } from "babylonjs/Maths/math.vector";
  52720. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52721. /**
  52722. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52723. * It can help converting any input color in a desired output one. This can then be used to create effects
  52724. * from sepia, black and white to sixties or futuristic rendering...
  52725. *
  52726. * The only supported format is currently 3dl.
  52727. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52728. */
  52729. export class ColorGradingTexture extends BaseTexture {
  52730. /**
  52731. * The current texture matrix. (will always be identity in color grading texture)
  52732. */
  52733. private _textureMatrix;
  52734. /**
  52735. * The texture URL.
  52736. */
  52737. url: string;
  52738. /**
  52739. * Empty line regex stored for GC.
  52740. */
  52741. private static _noneEmptyLineRegex;
  52742. private _engine;
  52743. /**
  52744. * Instantiates a ColorGradingTexture from the following parameters.
  52745. *
  52746. * @param url The location of the color gradind data (currently only supporting 3dl)
  52747. * @param scene The scene the texture will be used in
  52748. */
  52749. constructor(url: string, scene: Scene);
  52750. /**
  52751. * Returns the texture matrix used in most of the material.
  52752. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52753. */
  52754. getTextureMatrix(): Matrix;
  52755. /**
  52756. * Occurs when the file being loaded is a .3dl LUT file.
  52757. */
  52758. private load3dlTexture;
  52759. /**
  52760. * Starts the loading process of the texture.
  52761. */
  52762. private loadTexture;
  52763. /**
  52764. * Clones the color gradind texture.
  52765. */
  52766. clone(): ColorGradingTexture;
  52767. /**
  52768. * Called during delayed load for textures.
  52769. */
  52770. delayLoad(): void;
  52771. /**
  52772. * Parses a color grading texture serialized by Babylon.
  52773. * @param parsedTexture The texture information being parsedTexture
  52774. * @param scene The scene to load the texture in
  52775. * @param rootUrl The root url of the data assets to load
  52776. * @return A color gradind texture
  52777. */
  52778. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52779. /**
  52780. * Serializes the LUT texture to json format.
  52781. */
  52782. serialize(): any;
  52783. }
  52784. }
  52785. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52786. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52787. import { Scene } from "babylonjs/scene";
  52788. import { Nullable } from "babylonjs/types";
  52789. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52790. /**
  52791. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52792. */
  52793. export class EquiRectangularCubeTexture extends BaseTexture {
  52794. /** The six faces of the cube. */
  52795. private static _FacesMapping;
  52796. private _noMipmap;
  52797. private _onLoad;
  52798. private _onError;
  52799. /** The size of the cubemap. */
  52800. private _size;
  52801. /** The buffer of the image. */
  52802. private _buffer;
  52803. /** The width of the input image. */
  52804. private _width;
  52805. /** The height of the input image. */
  52806. private _height;
  52807. /** The URL to the image. */
  52808. url: string;
  52809. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52810. coordinatesMode: number;
  52811. /**
  52812. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52813. * @param url The location of the image
  52814. * @param scene The scene the texture will be used in
  52815. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52816. * @param noMipmap Forces to not generate the mipmap if true
  52817. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52818. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52819. * @param onLoad — defines a callback called when texture is loaded
  52820. * @param onError — defines a callback called if there is an error
  52821. */
  52822. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52823. /**
  52824. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52825. */
  52826. private loadImage;
  52827. /**
  52828. * Convert the image buffer into a cubemap and create a CubeTexture.
  52829. */
  52830. private loadTexture;
  52831. /**
  52832. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52833. * @param buffer The ArrayBuffer that should be converted.
  52834. * @returns The buffer as Float32Array.
  52835. */
  52836. private getFloat32ArrayFromArrayBuffer;
  52837. /**
  52838. * Get the current class name of the texture useful for serialization or dynamic coding.
  52839. * @returns "EquiRectangularCubeTexture"
  52840. */
  52841. getClassName(): string;
  52842. /**
  52843. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52844. * @returns A clone of the current EquiRectangularCubeTexture.
  52845. */
  52846. clone(): EquiRectangularCubeTexture;
  52847. }
  52848. }
  52849. declare module "babylonjs/Misc/tga" {
  52850. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52851. /**
  52852. * Based on jsTGALoader - Javascript loader for TGA file
  52853. * By Vincent Thibault
  52854. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52855. */
  52856. export class TGATools {
  52857. private static _TYPE_INDEXED;
  52858. private static _TYPE_RGB;
  52859. private static _TYPE_GREY;
  52860. private static _TYPE_RLE_INDEXED;
  52861. private static _TYPE_RLE_RGB;
  52862. private static _TYPE_RLE_GREY;
  52863. private static _ORIGIN_MASK;
  52864. private static _ORIGIN_SHIFT;
  52865. private static _ORIGIN_BL;
  52866. private static _ORIGIN_BR;
  52867. private static _ORIGIN_UL;
  52868. private static _ORIGIN_UR;
  52869. /**
  52870. * Gets the header of a TGA file
  52871. * @param data defines the TGA data
  52872. * @returns the header
  52873. */
  52874. static GetTGAHeader(data: Uint8Array): any;
  52875. /**
  52876. * Uploads TGA content to a Babylon Texture
  52877. * @hidden
  52878. */
  52879. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52880. /** @hidden */
  52881. 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;
  52882. /** @hidden */
  52883. 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;
  52884. /** @hidden */
  52885. 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;
  52886. /** @hidden */
  52887. 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;
  52888. /** @hidden */
  52889. 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;
  52890. /** @hidden */
  52891. 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;
  52892. }
  52893. }
  52894. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  52895. import { Nullable } from "babylonjs/types";
  52896. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52897. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  52898. /**
  52899. * Implementation of the TGA Texture Loader.
  52900. * @hidden
  52901. */
  52902. export class _TGATextureLoader implements IInternalTextureLoader {
  52903. /**
  52904. * Defines wether the loader supports cascade loading the different faces.
  52905. */
  52906. readonly supportCascades: boolean;
  52907. /**
  52908. * This returns if the loader support the current file information.
  52909. * @param extension defines the file extension of the file being loaded
  52910. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52911. * @param fallback defines the fallback internal texture if any
  52912. * @param isBase64 defines whether the texture is encoded as a base64
  52913. * @param isBuffer defines whether the texture data are stored as a buffer
  52914. * @returns true if the loader can load the specified file
  52915. */
  52916. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52917. /**
  52918. * Transform the url before loading if required.
  52919. * @param rootUrl the url of the texture
  52920. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52921. * @returns the transformed texture
  52922. */
  52923. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  52924. /**
  52925. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  52926. * @param rootUrl the url of the texture
  52927. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52928. * @returns the fallback texture
  52929. */
  52930. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  52931. /**
  52932. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  52933. * @param data contains the texture data
  52934. * @param texture defines the BabylonJS internal texture
  52935. * @param createPolynomials will be true if polynomials have been requested
  52936. * @param onLoad defines the callback to trigger once the texture is ready
  52937. * @param onError defines the callback to trigger in case of error
  52938. */
  52939. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  52940. /**
  52941. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  52942. * @param data contains the texture data
  52943. * @param texture defines the BabylonJS internal texture
  52944. * @param callback defines the method to call once ready to upload
  52945. */
  52946. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  52947. }
  52948. }
  52949. declare module "babylonjs/Misc/basis" {
  52950. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52951. /**
  52952. * Info about the .basis files
  52953. */
  52954. class BasisFileInfo {
  52955. /**
  52956. * If the file has alpha
  52957. */
  52958. hasAlpha: boolean;
  52959. /**
  52960. * Info about each image of the basis file
  52961. */
  52962. images: Array<{
  52963. levels: Array<{
  52964. width: number;
  52965. height: number;
  52966. transcodedPixels: ArrayBufferView;
  52967. }>;
  52968. }>;
  52969. }
  52970. /**
  52971. * Result of transcoding a basis file
  52972. */
  52973. class TranscodeResult {
  52974. /**
  52975. * Info about the .basis file
  52976. */
  52977. fileInfo: BasisFileInfo;
  52978. /**
  52979. * Format to use when loading the file
  52980. */
  52981. format: number;
  52982. }
  52983. /**
  52984. * Configuration options for the Basis transcoder
  52985. */
  52986. export class BasisTranscodeConfiguration {
  52987. /**
  52988. * Supported compression formats used to determine the supported output format of the transcoder
  52989. */
  52990. supportedCompressionFormats?: {
  52991. /**
  52992. * etc1 compression format
  52993. */
  52994. etc1?: boolean;
  52995. /**
  52996. * s3tc compression format
  52997. */
  52998. s3tc?: boolean;
  52999. /**
  53000. * pvrtc compression format
  53001. */
  53002. pvrtc?: boolean;
  53003. /**
  53004. * etc2 compression format
  53005. */
  53006. etc2?: boolean;
  53007. };
  53008. /**
  53009. * If mipmap levels should be loaded for transcoded images (Default: true)
  53010. */
  53011. loadMipmapLevels?: boolean;
  53012. /**
  53013. * Index of a single image to load (Default: all images)
  53014. */
  53015. loadSingleImage?: number;
  53016. }
  53017. /**
  53018. * Used to load .Basis files
  53019. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53020. */
  53021. export class BasisTools {
  53022. private static _IgnoreSupportedFormats;
  53023. /**
  53024. * URL to use when loading the basis transcoder
  53025. */
  53026. static JSModuleURL: string;
  53027. /**
  53028. * URL to use when loading the wasm module for the transcoder
  53029. */
  53030. static WasmModuleURL: string;
  53031. /**
  53032. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53033. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53034. * @returns internal format corresponding to the Basis format
  53035. */
  53036. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53037. private static _WorkerPromise;
  53038. private static _Worker;
  53039. private static _actionId;
  53040. private static _CreateWorkerAsync;
  53041. /**
  53042. * Transcodes a loaded image file to compressed pixel data
  53043. * @param imageData image data to transcode
  53044. * @param config configuration options for the transcoding
  53045. * @returns a promise resulting in the transcoded image
  53046. */
  53047. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53048. /**
  53049. * Loads a texture from the transcode result
  53050. * @param texture texture load to
  53051. * @param transcodeResult the result of transcoding the basis file to load from
  53052. */
  53053. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53054. }
  53055. }
  53056. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53057. import { Nullable } from "babylonjs/types";
  53058. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53059. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53060. /**
  53061. * Loader for .basis file format
  53062. */
  53063. export class _BasisTextureLoader implements IInternalTextureLoader {
  53064. /**
  53065. * Defines whether the loader supports cascade loading the different faces.
  53066. */
  53067. readonly supportCascades: boolean;
  53068. /**
  53069. * This returns if the loader support the current file information.
  53070. * @param extension defines the file extension of the file being loaded
  53071. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53072. * @param fallback defines the fallback internal texture if any
  53073. * @param isBase64 defines whether the texture is encoded as a base64
  53074. * @param isBuffer defines whether the texture data are stored as a buffer
  53075. * @returns true if the loader can load the specified file
  53076. */
  53077. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53078. /**
  53079. * Transform the url before loading if required.
  53080. * @param rootUrl the url of the texture
  53081. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53082. * @returns the transformed texture
  53083. */
  53084. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53085. /**
  53086. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53087. * @param rootUrl the url of the texture
  53088. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53089. * @returns the fallback texture
  53090. */
  53091. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53092. /**
  53093. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53094. * @param data contains the texture data
  53095. * @param texture defines the BabylonJS internal texture
  53096. * @param createPolynomials will be true if polynomials have been requested
  53097. * @param onLoad defines the callback to trigger once the texture is ready
  53098. * @param onError defines the callback to trigger in case of error
  53099. */
  53100. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53101. /**
  53102. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53103. * @param data contains the texture data
  53104. * @param texture defines the BabylonJS internal texture
  53105. * @param callback defines the method to call once ready to upload
  53106. */
  53107. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53108. }
  53109. }
  53110. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53111. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53112. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53113. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53114. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53115. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53116. }
  53117. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53118. import { Scene } from "babylonjs/scene";
  53119. import { Texture } from "babylonjs/Materials/Textures/texture";
  53120. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53121. /**
  53122. * 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.
  53123. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53124. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53125. */
  53126. export class CustomProceduralTexture extends ProceduralTexture {
  53127. private _animate;
  53128. private _time;
  53129. private _config;
  53130. private _texturePath;
  53131. /**
  53132. * Instantiates a new Custom Procedural Texture.
  53133. * 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.
  53134. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53135. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53136. * @param name Define the name of the texture
  53137. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53138. * @param size Define the size of the texture to create
  53139. * @param scene Define the scene the texture belongs to
  53140. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53141. * @param generateMipMaps Define if the texture should creates mip maps or not
  53142. */
  53143. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53144. private _loadJson;
  53145. /**
  53146. * Is the texture ready to be used ? (rendered at least once)
  53147. * @returns true if ready, otherwise, false.
  53148. */
  53149. isReady(): boolean;
  53150. /**
  53151. * Render the texture to its associated render target.
  53152. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53153. */
  53154. render(useCameraPostProcess?: boolean): void;
  53155. /**
  53156. * Update the list of dependant textures samplers in the shader.
  53157. */
  53158. updateTextures(): void;
  53159. /**
  53160. * Update the uniform values of the procedural texture in the shader.
  53161. */
  53162. updateShaderUniforms(): void;
  53163. /**
  53164. * Define if the texture animates or not.
  53165. */
  53166. animate: boolean;
  53167. }
  53168. }
  53169. declare module "babylonjs/Shaders/noise.fragment" {
  53170. /** @hidden */
  53171. export var noisePixelShader: {
  53172. name: string;
  53173. shader: string;
  53174. };
  53175. }
  53176. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53177. import { Nullable } from "babylonjs/types";
  53178. import { Scene } from "babylonjs/scene";
  53179. import { Texture } from "babylonjs/Materials/Textures/texture";
  53180. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53181. import "babylonjs/Shaders/noise.fragment";
  53182. /**
  53183. * Class used to generate noise procedural textures
  53184. */
  53185. export class NoiseProceduralTexture extends ProceduralTexture {
  53186. private _time;
  53187. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53188. brightness: number;
  53189. /** Defines the number of octaves to process */
  53190. octaves: number;
  53191. /** Defines the level of persistence (0.8 by default) */
  53192. persistence: number;
  53193. /** Gets or sets animation speed factor (default is 1) */
  53194. animationSpeedFactor: number;
  53195. /**
  53196. * Creates a new NoiseProceduralTexture
  53197. * @param name defines the name fo the texture
  53198. * @param size defines the size of the texture (default is 256)
  53199. * @param scene defines the hosting scene
  53200. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53201. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53202. */
  53203. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53204. private _updateShaderUniforms;
  53205. protected _getDefines(): string;
  53206. /** Generate the current state of the procedural texture */
  53207. render(useCameraPostProcess?: boolean): void;
  53208. /**
  53209. * Serializes this noise procedural texture
  53210. * @returns a serialized noise procedural texture object
  53211. */
  53212. serialize(): any;
  53213. /**
  53214. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53215. * @param parsedTexture defines parsed texture data
  53216. * @param scene defines the current scene
  53217. * @param rootUrl defines the root URL containing noise procedural texture information
  53218. * @returns a parsed NoiseProceduralTexture
  53219. */
  53220. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53221. }
  53222. }
  53223. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53224. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53225. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53226. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53227. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53228. }
  53229. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53230. import { Nullable } from "babylonjs/types";
  53231. import { Scene } from "babylonjs/scene";
  53232. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53233. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53234. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53235. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53236. /**
  53237. * Raw cube texture where the raw buffers are passed in
  53238. */
  53239. export class RawCubeTexture extends CubeTexture {
  53240. /**
  53241. * Creates a cube texture where the raw buffers are passed in.
  53242. * @param scene defines the scene the texture is attached to
  53243. * @param data defines the array of data to use to create each face
  53244. * @param size defines the size of the textures
  53245. * @param format defines the format of the data
  53246. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53247. * @param generateMipMaps defines if the engine should generate the mip levels
  53248. * @param invertY defines if data must be stored with Y axis inverted
  53249. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53250. * @param compression defines the compression used (null by default)
  53251. */
  53252. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53253. /**
  53254. * Updates the raw cube texture.
  53255. * @param data defines the data to store
  53256. * @param format defines the data format
  53257. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53258. * @param invertY defines if data must be stored with Y axis inverted
  53259. * @param compression defines the compression used (null by default)
  53260. * @param level defines which level of the texture to update
  53261. */
  53262. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53263. /**
  53264. * Updates a raw cube texture with RGBD encoded data.
  53265. * @param data defines the array of data [mipmap][face] to use to create each face
  53266. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53267. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53268. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53269. * @returns a promsie that resolves when the operation is complete
  53270. */
  53271. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53272. /**
  53273. * Clones the raw cube texture.
  53274. * @return a new cube texture
  53275. */
  53276. clone(): CubeTexture;
  53277. /** @hidden */
  53278. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53279. }
  53280. }
  53281. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53282. import { Scene } from "babylonjs/scene";
  53283. import { Texture } from "babylonjs/Materials/Textures/texture";
  53284. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53285. /**
  53286. * Class used to store 3D textures containing user data
  53287. */
  53288. export class RawTexture3D extends Texture {
  53289. /** Gets or sets the texture format to use */
  53290. format: number;
  53291. private _engine;
  53292. /**
  53293. * Create a new RawTexture3D
  53294. * @param data defines the data of the texture
  53295. * @param width defines the width of the texture
  53296. * @param height defines the height of the texture
  53297. * @param depth defines the depth of the texture
  53298. * @param format defines the texture format to use
  53299. * @param scene defines the hosting scene
  53300. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53301. * @param invertY defines if texture must be stored with Y axis inverted
  53302. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53303. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53304. */
  53305. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53306. /** Gets or sets the texture format to use */
  53307. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53308. /**
  53309. * Update the texture with new data
  53310. * @param data defines the data to store in the texture
  53311. */
  53312. update(data: ArrayBufferView): void;
  53313. }
  53314. }
  53315. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53316. import { Scene } from "babylonjs/scene";
  53317. import { Plane } from "babylonjs/Maths/math.plane";
  53318. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53319. /**
  53320. * Creates a refraction texture used by refraction channel of the standard material.
  53321. * It is like a mirror but to see through a material.
  53322. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53323. */
  53324. export class RefractionTexture extends RenderTargetTexture {
  53325. /**
  53326. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53327. * 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.
  53328. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53329. */
  53330. refractionPlane: Plane;
  53331. /**
  53332. * Define how deep under the surface we should see.
  53333. */
  53334. depth: number;
  53335. /**
  53336. * Creates a refraction texture used by refraction channel of the standard material.
  53337. * It is like a mirror but to see through a material.
  53338. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53339. * @param name Define the texture name
  53340. * @param size Define the size of the underlying texture
  53341. * @param scene Define the scene the refraction belongs to
  53342. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53343. */
  53344. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53345. /**
  53346. * Clone the refraction texture.
  53347. * @returns the cloned texture
  53348. */
  53349. clone(): RefractionTexture;
  53350. /**
  53351. * Serialize the texture to a JSON representation you could use in Parse later on
  53352. * @returns the serialized JSON representation
  53353. */
  53354. serialize(): any;
  53355. }
  53356. }
  53357. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53358. import { Nullable } from "babylonjs/types";
  53359. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53360. import { Matrix } from "babylonjs/Maths/math.vector";
  53361. import { Engine } from "babylonjs/Engines/engine";
  53362. import { Scene } from "babylonjs/scene";
  53363. /**
  53364. * Defines the options related to the creation of an HtmlElementTexture
  53365. */
  53366. export interface IHtmlElementTextureOptions {
  53367. /**
  53368. * Defines wether mip maps should be created or not.
  53369. */
  53370. generateMipMaps?: boolean;
  53371. /**
  53372. * Defines the sampling mode of the texture.
  53373. */
  53374. samplingMode?: number;
  53375. /**
  53376. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53377. */
  53378. engine: Nullable<Engine>;
  53379. /**
  53380. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53381. */
  53382. scene: Nullable<Scene>;
  53383. }
  53384. /**
  53385. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53386. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53387. * is automatically managed.
  53388. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53389. * in your application.
  53390. *
  53391. * As the update is not automatic, you need to call them manually.
  53392. */
  53393. export class HtmlElementTexture extends BaseTexture {
  53394. /**
  53395. * The texture URL.
  53396. */
  53397. element: HTMLVideoElement | HTMLCanvasElement;
  53398. private static readonly DefaultOptions;
  53399. private _textureMatrix;
  53400. private _engine;
  53401. private _isVideo;
  53402. private _generateMipMaps;
  53403. private _samplingMode;
  53404. /**
  53405. * Instantiates a HtmlElementTexture from the following parameters.
  53406. *
  53407. * @param name Defines the name of the texture
  53408. * @param element Defines the video or canvas the texture is filled with
  53409. * @param options Defines the other none mandatory texture creation options
  53410. */
  53411. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53412. private _createInternalTexture;
  53413. /**
  53414. * Returns the texture matrix used in most of the material.
  53415. */
  53416. getTextureMatrix(): Matrix;
  53417. /**
  53418. * Updates the content of the texture.
  53419. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53420. */
  53421. update(invertY?: Nullable<boolean>): void;
  53422. }
  53423. }
  53424. declare module "babylonjs/Materials/Textures/index" {
  53425. export * from "babylonjs/Materials/Textures/baseTexture";
  53426. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53427. export * from "babylonjs/Materials/Textures/cubeTexture";
  53428. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53429. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53430. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53431. export * from "babylonjs/Materials/Textures/internalTexture";
  53432. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53433. export * from "babylonjs/Materials/Textures/Loaders/index";
  53434. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53435. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53436. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53437. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53438. export * from "babylonjs/Materials/Textures/rawTexture";
  53439. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53440. export * from "babylonjs/Materials/Textures/refractionTexture";
  53441. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53442. export * from "babylonjs/Materials/Textures/texture";
  53443. export * from "babylonjs/Materials/Textures/videoTexture";
  53444. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53445. }
  53446. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53447. /**
  53448. * Enum used to define the target of a block
  53449. */
  53450. export enum NodeMaterialBlockTargets {
  53451. /** Vertex shader */
  53452. Vertex = 1,
  53453. /** Fragment shader */
  53454. Fragment = 2,
  53455. /** Neutral */
  53456. Neutral = 4,
  53457. /** Vertex and Fragment */
  53458. VertexAndFragment = 3
  53459. }
  53460. }
  53461. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53462. /**
  53463. * Defines the kind of connection point for node based material
  53464. */
  53465. export enum NodeMaterialBlockConnectionPointTypes {
  53466. /** Float */
  53467. Float = 1,
  53468. /** Int */
  53469. Int = 2,
  53470. /** Vector2 */
  53471. Vector2 = 4,
  53472. /** Vector3 */
  53473. Vector3 = 8,
  53474. /** Vector4 */
  53475. Vector4 = 16,
  53476. /** Color3 */
  53477. Color3 = 32,
  53478. /** Color4 */
  53479. Color4 = 64,
  53480. /** Matrix */
  53481. Matrix = 128,
  53482. /** Vector3 or Color3 */
  53483. Vector3OrColor3 = 40,
  53484. /** Vector3 or Vector4 */
  53485. Vector3OrVector4 = 24,
  53486. /** Vector4 or Color4 */
  53487. Vector4OrColor4 = 80,
  53488. /** Color3 or Color4 */
  53489. Color3OrColor4 = 96,
  53490. /** Vector2 or Color3 or Color4 */
  53491. Vector2OrColor3OrColor4 = 100,
  53492. /** Vector3 or Color3 or Color4 or Vector4 */
  53493. Vector3OrColor3OrVector4OrColor4 = 120,
  53494. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  53495. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  53496. /** Detect type based on connection */
  53497. AutoDetect = 1024,
  53498. /** Output type that will be defined by input type */
  53499. BasedOnInput = 2048
  53500. }
  53501. }
  53502. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53503. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53504. /**
  53505. * Root class for all node material optimizers
  53506. */
  53507. export class NodeMaterialOptimizer {
  53508. /**
  53509. * Function used to optimize a NodeMaterial graph
  53510. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53511. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53512. */
  53513. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53514. }
  53515. }
  53516. declare module "babylonjs/Materials/Node/Blocks/vector4TransformBlock" {
  53517. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53518. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53519. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53520. /**
  53521. * Block used to transform a vector4 with a matrix
  53522. */
  53523. export class Vector4TransformBlock extends NodeMaterialBlock {
  53524. /**
  53525. * Defines the value to use to complement Vector3 to transform it to a Vector4
  53526. */
  53527. complementW: number;
  53528. /**
  53529. * Creates a new Vector4TransformBlock
  53530. * @param name defines the block name
  53531. */
  53532. constructor(name: string);
  53533. /**
  53534. * Gets the current class name
  53535. * @returns the class name
  53536. */
  53537. getClassName(): string;
  53538. /**
  53539. * Gets the vector input
  53540. */
  53541. readonly vector: NodeMaterialConnectionPoint;
  53542. /**
  53543. * Gets the output component
  53544. */
  53545. readonly output: NodeMaterialConnectionPoint;
  53546. /**
  53547. * Gets the matrix transform input
  53548. */
  53549. readonly transform: NodeMaterialConnectionPoint;
  53550. protected _buildBlock(state: NodeMaterialBuildState): this;
  53551. }
  53552. }
  53553. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53554. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53555. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53556. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53557. /**
  53558. * Block used to output the vertex position
  53559. */
  53560. export class VertexOutputBlock extends NodeMaterialBlock {
  53561. /**
  53562. * Creates a new VertexOutputBlock
  53563. * @param name defines the block name
  53564. */
  53565. constructor(name: string);
  53566. /**
  53567. * Gets the current class name
  53568. * @returns the class name
  53569. */
  53570. getClassName(): string;
  53571. /**
  53572. * Gets the vector input component
  53573. */
  53574. readonly vector: NodeMaterialConnectionPoint;
  53575. protected _buildBlock(state: NodeMaterialBuildState): this;
  53576. }
  53577. }
  53578. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53579. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53580. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53581. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53582. /**
  53583. * Block used to output the final color
  53584. */
  53585. export class FragmentOutputBlock extends NodeMaterialBlock {
  53586. /**
  53587. * Gets or sets a boolean indicating if this block will output an alpha value
  53588. */
  53589. alphaBlendingEnabled: boolean;
  53590. /**
  53591. * Create a new FragmentOutputBlock
  53592. * @param name defines the block name
  53593. */
  53594. constructor(name: string);
  53595. /**
  53596. * Gets the current class name
  53597. * @returns the class name
  53598. */
  53599. getClassName(): string;
  53600. /**
  53601. * Gets the color input component
  53602. */
  53603. readonly color: NodeMaterialConnectionPoint;
  53604. protected _buildBlock(state: NodeMaterialBuildState): this;
  53605. }
  53606. }
  53607. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53608. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53609. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53610. import { Scene } from "babylonjs/scene";
  53611. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53612. import { Matrix } from "babylonjs/Maths/math.vector";
  53613. import { Mesh } from "babylonjs/Meshes/mesh";
  53614. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53615. import { Observable } from "babylonjs/Misc/observable";
  53616. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53617. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53618. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53619. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53620. import { Nullable } from "babylonjs/types";
  53621. /**
  53622. * Interface used to configure the node material editor
  53623. */
  53624. export interface INodeMaterialEditorOptions {
  53625. /** Define the URl to load node editor script */
  53626. editorURL?: string;
  53627. }
  53628. /** @hidden */
  53629. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53630. /** BONES */
  53631. NUM_BONE_INFLUENCERS: number;
  53632. BonesPerMesh: number;
  53633. BONETEXTURE: boolean;
  53634. /** MORPH TARGETS */
  53635. MORPHTARGETS: boolean;
  53636. MORPHTARGETS_NORMAL: boolean;
  53637. MORPHTARGETS_TANGENT: boolean;
  53638. MORPHTARGETS_UV: boolean;
  53639. NUM_MORPH_INFLUENCERS: number;
  53640. /** IMAGE PROCESSING */
  53641. IMAGEPROCESSING: boolean;
  53642. VIGNETTE: boolean;
  53643. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53644. VIGNETTEBLENDMODEOPAQUE: boolean;
  53645. TONEMAPPING: boolean;
  53646. TONEMAPPING_ACES: boolean;
  53647. CONTRAST: boolean;
  53648. EXPOSURE: boolean;
  53649. COLORCURVES: boolean;
  53650. COLORGRADING: boolean;
  53651. COLORGRADING3D: boolean;
  53652. SAMPLER3DGREENDEPTH: boolean;
  53653. SAMPLER3DBGRMAP: boolean;
  53654. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53655. constructor();
  53656. setValue(name: string, value: boolean): void;
  53657. }
  53658. /**
  53659. * Class used to configure NodeMaterial
  53660. */
  53661. export interface INodeMaterialOptions {
  53662. /**
  53663. * Defines if blocks should emit comments
  53664. */
  53665. emitComments: boolean;
  53666. }
  53667. /**
  53668. * Class used to create a node based material built by assembling shader blocks
  53669. */
  53670. export class NodeMaterial extends PushMaterial {
  53671. private _options;
  53672. private _vertexCompilationState;
  53673. private _fragmentCompilationState;
  53674. private _sharedData;
  53675. private _buildId;
  53676. private _buildWasSuccessful;
  53677. private _cachedWorldViewMatrix;
  53678. private _cachedWorldViewProjectionMatrix;
  53679. private _optimizers;
  53680. /** Define the URl to load node editor script */
  53681. static EditorURL: string;
  53682. private BJSNODEMATERIALEDITOR;
  53683. /** Get the inspector from bundle or global */
  53684. private _getGlobalNodeMaterialEditor;
  53685. /**
  53686. * Defines the maximum number of lights that can be used in the material
  53687. */
  53688. maxSimultaneousLights: number;
  53689. /**
  53690. * Observable raised when the material is built
  53691. */
  53692. onBuildObservable: Observable<NodeMaterial>;
  53693. /**
  53694. * Gets or sets the root nodes of the material vertex shader
  53695. */
  53696. _vertexOutputNodes: NodeMaterialBlock[];
  53697. /**
  53698. * Gets or sets the root nodes of the material fragment (pixel) shader
  53699. */
  53700. _fragmentOutputNodes: NodeMaterialBlock[];
  53701. /** Gets or sets options to control the node material overall behavior */
  53702. options: INodeMaterialOptions;
  53703. /**
  53704. * Default configuration related to image processing available in the standard Material.
  53705. */
  53706. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53707. /**
  53708. * Gets the image processing configuration used either in this material.
  53709. */
  53710. /**
  53711. * Sets the Default image processing configuration used either in the this material.
  53712. *
  53713. * If sets to null, the scene one is in use.
  53714. */
  53715. imageProcessingConfiguration: ImageProcessingConfiguration;
  53716. /**
  53717. * Create a new node based material
  53718. * @param name defines the material name
  53719. * @param scene defines the hosting scene
  53720. * @param options defines creation option
  53721. */
  53722. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53723. /**
  53724. * Gets the current class name of the material e.g. "NodeMaterial"
  53725. * @returns the class name
  53726. */
  53727. getClassName(): string;
  53728. /**
  53729. * Keep track of the image processing observer to allow dispose and replace.
  53730. */
  53731. private _imageProcessingObserver;
  53732. /**
  53733. * Attaches a new image processing configuration to the Standard Material.
  53734. * @param configuration
  53735. */
  53736. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53737. /**
  53738. * Adds a new optimizer to the list of optimizers
  53739. * @param optimizer defines the optimizers to add
  53740. * @returns the current material
  53741. */
  53742. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53743. /**
  53744. * Remove an optimizer from the list of optimizers
  53745. * @param optimizer defines the optimizers to remove
  53746. * @returns the current material
  53747. */
  53748. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53749. /**
  53750. * Add a new block to the list of output nodes
  53751. * @param node defines the node to add
  53752. * @returns the current material
  53753. */
  53754. addOutputNode(node: NodeMaterialBlock): this;
  53755. /**
  53756. * Remove a block from the list of root nodes
  53757. * @param node defines the node to remove
  53758. * @returns the current material
  53759. */
  53760. removeOutputNode(node: NodeMaterialBlock): this;
  53761. private _addVertexOutputNode;
  53762. private _removeVertexOutputNode;
  53763. private _addFragmentOutputNode;
  53764. private _removeFragmentOutputNode;
  53765. /**
  53766. * Specifies if the material will require alpha blending
  53767. * @returns a boolean specifying if alpha blending is needed
  53768. */
  53769. needAlphaBlending(): boolean;
  53770. /**
  53771. * Specifies if this material should be rendered in alpha test mode
  53772. * @returns a boolean specifying if an alpha test is needed.
  53773. */
  53774. needAlphaTesting(): boolean;
  53775. private _initializeBlock;
  53776. private _resetDualBlocks;
  53777. /**
  53778. * Build the material and generates the inner effect
  53779. * @param verbose defines if the build should log activity
  53780. */
  53781. build(verbose?: boolean): void;
  53782. /**
  53783. * Runs an otpimization phase to try to improve the shader code
  53784. */
  53785. optimize(): void;
  53786. private _prepareDefinesForAttributes;
  53787. /**
  53788. * Get if the submesh is ready to be used and all its information available.
  53789. * Child classes can use it to update shaders
  53790. * @param mesh defines the mesh to check
  53791. * @param subMesh defines which submesh to check
  53792. * @param useInstances specifies that instances should be used
  53793. * @returns a boolean indicating that the submesh is ready or not
  53794. */
  53795. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53796. /**
  53797. * Binds the world matrix to the material
  53798. * @param world defines the world transformation matrix
  53799. */
  53800. bindOnlyWorldMatrix(world: Matrix): void;
  53801. /**
  53802. * Binds the submesh to this material by preparing the effect and shader to draw
  53803. * @param world defines the world transformation matrix
  53804. * @param mesh defines the mesh containing the submesh
  53805. * @param subMesh defines the submesh to bind the material to
  53806. */
  53807. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53808. /**
  53809. * Gets the active textures from the material
  53810. * @returns an array of textures
  53811. */
  53812. getActiveTextures(): BaseTexture[];
  53813. /**
  53814. * Specifies if the material uses a texture
  53815. * @param texture defines the texture to check against the material
  53816. * @returns a boolean specifying if the material uses the texture
  53817. */
  53818. hasTexture(texture: BaseTexture): boolean;
  53819. /**
  53820. * Disposes the material
  53821. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53822. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53823. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53824. */
  53825. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53826. /** Creates the node editor window. */
  53827. private _createNodeEditor;
  53828. /**
  53829. * Launch the node material editor
  53830. * @param config Define the configuration of the editor
  53831. * @return a promise fulfilled when the node editor is visible
  53832. */
  53833. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53834. /**
  53835. * Clear the current material
  53836. */
  53837. clear(): void;
  53838. /**
  53839. * Clear the current material and set it to a default state
  53840. */
  53841. setToDefault(): void;
  53842. }
  53843. }
  53844. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53845. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53846. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53847. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53848. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53849. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53850. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  53851. import { Effect } from "babylonjs/Materials/effect";
  53852. import { Mesh } from "babylonjs/Meshes/mesh";
  53853. import { Nullable } from "babylonjs/types";
  53854. /**
  53855. * Block used to read a texture from a sampler
  53856. */
  53857. export class TextureBlock extends NodeMaterialBlock {
  53858. private _defineName;
  53859. private _samplerName;
  53860. private _transformedUVName;
  53861. private _textureTransformName;
  53862. private _textureInfoName;
  53863. private _mainUVName;
  53864. private _mainUVDefineName;
  53865. /**
  53866. * Gets or sets the texture associated with the node
  53867. */
  53868. texture: Nullable<BaseTexture>;
  53869. /**
  53870. * Create a new TextureBlock
  53871. * @param name defines the block name
  53872. */
  53873. constructor(name: string);
  53874. /**
  53875. * Gets the current class name
  53876. * @returns the class name
  53877. */
  53878. getClassName(): string;
  53879. /**
  53880. * Gets the uv input component
  53881. */
  53882. readonly uv: NodeMaterialConnectionPoint;
  53883. /**
  53884. * Gets the output component
  53885. */
  53886. readonly output: NodeMaterialConnectionPoint;
  53887. autoConfigure(): void;
  53888. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53889. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  53890. isReady(): boolean;
  53891. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  53892. private _injectVertexCode;
  53893. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  53894. }
  53895. }
  53896. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  53897. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53898. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53899. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  53900. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  53901. /**
  53902. * Class used to store shared data between 2 NodeMaterialBuildState
  53903. */
  53904. export class NodeMaterialBuildStateSharedData {
  53905. /**
  53906. * Gets the list of emitted varyings
  53907. */
  53908. varyings: string[];
  53909. /**
  53910. * Gets the varying declaration string
  53911. */
  53912. varyingDeclaration: string;
  53913. /**
  53914. * Input blocks
  53915. */
  53916. inputBlocks: InputBlock[];
  53917. /**
  53918. * Input blocks
  53919. */
  53920. textureBlocks: TextureBlock[];
  53921. /**
  53922. * Bindable blocks (Blocks that need to set data to the effect)
  53923. */
  53924. bindableBlocks: NodeMaterialBlock[];
  53925. /**
  53926. * List of blocks that can provide a compilation fallback
  53927. */
  53928. blocksWithFallbacks: NodeMaterialBlock[];
  53929. /**
  53930. * List of blocks that can provide a define update
  53931. */
  53932. blocksWithDefines: NodeMaterialBlock[];
  53933. /**
  53934. * List of blocks that can provide a repeatable content
  53935. */
  53936. repeatableContentBlocks: NodeMaterialBlock[];
  53937. /**
  53938. * List of blocks that can provide a dynamic list of uniforms
  53939. */
  53940. dynamicUniformBlocks: NodeMaterialBlock[];
  53941. /**
  53942. * List of blocks that can block the isReady function for the material
  53943. */
  53944. blockingBlocks: NodeMaterialBlock[];
  53945. /**
  53946. * Build Id used to avoid multiple recompilations
  53947. */
  53948. buildId: number;
  53949. /** List of emitted variables */
  53950. variableNames: {
  53951. [key: string]: number;
  53952. };
  53953. /** List of emitted defines */
  53954. defineNames: {
  53955. [key: string]: number;
  53956. };
  53957. /** Should emit comments? */
  53958. emitComments: boolean;
  53959. /** Emit build activity */
  53960. verbose: boolean;
  53961. /**
  53962. * Gets the compilation hints emitted at compilation time
  53963. */
  53964. hints: {
  53965. needWorldViewMatrix: boolean;
  53966. needWorldViewProjectionMatrix: boolean;
  53967. needAlphaBlending: boolean;
  53968. needAlphaTesting: boolean;
  53969. };
  53970. /**
  53971. * List of compilation checks
  53972. */
  53973. checks: {
  53974. emitVertex: boolean;
  53975. emitFragment: boolean;
  53976. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  53977. };
  53978. /** Creates a new shared data */
  53979. constructor();
  53980. /**
  53981. * Emits console errors and exceptions if there is a failing check
  53982. */
  53983. emitErrors(): void;
  53984. }
  53985. }
  53986. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  53987. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  53988. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  53989. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  53990. /**
  53991. * Class used to store node based material build state
  53992. */
  53993. export class NodeMaterialBuildState {
  53994. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  53995. supportUniformBuffers: boolean;
  53996. /**
  53997. * Gets the list of emitted attributes
  53998. */
  53999. attributes: string[];
  54000. /**
  54001. * Gets the list of emitted uniforms
  54002. */
  54003. uniforms: string[];
  54004. /**
  54005. * Gets the list of emitted uniform buffers
  54006. */
  54007. uniformBuffers: string[];
  54008. /**
  54009. * Gets the list of emitted samplers
  54010. */
  54011. samplers: string[];
  54012. /**
  54013. * Gets the list of emitted functions
  54014. */
  54015. functions: {
  54016. [key: string]: string;
  54017. };
  54018. /**
  54019. * Gets the target of the compilation state
  54020. */
  54021. target: NodeMaterialBlockTargets;
  54022. /**
  54023. * Gets the list of emitted counters
  54024. */
  54025. counters: {
  54026. [key: string]: number;
  54027. };
  54028. /**
  54029. * Shared data between multiple NodeMaterialBuildState instances
  54030. */
  54031. sharedData: NodeMaterialBuildStateSharedData;
  54032. /** @hidden */
  54033. _vertexState: NodeMaterialBuildState;
  54034. /** @hidden */
  54035. _attributeDeclaration: string;
  54036. /** @hidden */
  54037. _uniformDeclaration: string;
  54038. /** @hidden */
  54039. _samplerDeclaration: string;
  54040. /** @hidden */
  54041. _varyingTransfer: string;
  54042. private _repeatableContentAnchorIndex;
  54043. /** @hidden */
  54044. _builtCompilationString: string;
  54045. /**
  54046. * Gets the emitted compilation strings
  54047. */
  54048. compilationString: string;
  54049. /**
  54050. * Finalize the compilation strings
  54051. * @param state defines the current compilation state
  54052. */
  54053. finalize(state: NodeMaterialBuildState): void;
  54054. /** @hidden */
  54055. readonly _repeatableContentAnchor: string;
  54056. /** @hidden */
  54057. _getFreeVariableName(prefix: string): string;
  54058. /** @hidden */
  54059. _getFreeDefineName(prefix: string): string;
  54060. /** @hidden */
  54061. _excludeVariableName(name: string): void;
  54062. /** @hidden */
  54063. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54064. /** @hidden */
  54065. _emitFunction(name: string, code: string, comments: string): void;
  54066. /** @hidden */
  54067. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54068. replaceStrings?: {
  54069. search: RegExp;
  54070. replace: string;
  54071. }[];
  54072. repeatKey?: string;
  54073. }): string;
  54074. /** @hidden */
  54075. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54076. repeatKey?: string;
  54077. removeAttributes?: boolean;
  54078. removeUniforms?: boolean;
  54079. removeVaryings?: boolean;
  54080. removeIfDef?: boolean;
  54081. replaceStrings?: {
  54082. search: RegExp;
  54083. replace: string;
  54084. }[];
  54085. }, storeKey?: string): void;
  54086. /** @hidden */
  54087. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54088. /** @hidden */
  54089. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54090. }
  54091. }
  54092. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54093. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54094. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54095. import { Nullable } from "babylonjs/types";
  54096. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54097. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54098. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54100. import { Mesh } from "babylonjs/Meshes/mesh";
  54101. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54102. /**
  54103. * Defines a block that can be used inside a node based material
  54104. */
  54105. export class NodeMaterialBlock {
  54106. private _buildId;
  54107. private _buildTarget;
  54108. private _target;
  54109. private _isFinalMerger;
  54110. private _isInput;
  54111. /** @hidden */
  54112. _inputs: NodeMaterialConnectionPoint[];
  54113. /** @hidden */
  54114. _outputs: NodeMaterialConnectionPoint[];
  54115. /**
  54116. * Gets or sets the name of the block
  54117. */
  54118. name: string;
  54119. /**
  54120. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54121. */
  54122. readonly isFinalMerger: boolean;
  54123. /**
  54124. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54125. */
  54126. readonly isInput: boolean;
  54127. /**
  54128. * Gets or sets the build Id
  54129. */
  54130. buildId: number;
  54131. /**
  54132. * Gets or sets the target of the block
  54133. */
  54134. target: NodeMaterialBlockTargets;
  54135. /**
  54136. * Gets the list of input points
  54137. */
  54138. readonly inputs: NodeMaterialConnectionPoint[];
  54139. /** Gets the list of output points */
  54140. readonly outputs: NodeMaterialConnectionPoint[];
  54141. /**
  54142. * Find an input by its name
  54143. * @param name defines the name of the input to look for
  54144. * @returns the input or null if not found
  54145. */
  54146. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54147. /**
  54148. * Find an output by its name
  54149. * @param name defines the name of the outputto look for
  54150. * @returns the output or null if not found
  54151. */
  54152. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54153. /**
  54154. * Creates a new NodeMaterialBlock
  54155. * @param name defines the block name
  54156. * @param target defines the target of that block (Vertex by default)
  54157. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54158. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54159. */
  54160. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54161. /**
  54162. * Initialize the block and prepare the context for build
  54163. * @param state defines the state that will be used for the build
  54164. */
  54165. initialize(state: NodeMaterialBuildState): void;
  54166. /**
  54167. * Bind data to effect. Will only be called for blocks with isBindable === true
  54168. * @param effect defines the effect to bind data to
  54169. * @param nodeMaterial defines the hosting NodeMaterial
  54170. * @param mesh defines the mesh that will be rendered
  54171. */
  54172. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54173. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54174. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54175. protected _writeFloat(value: number): string;
  54176. /**
  54177. * Gets the current class name e.g. "NodeMaterialBlock"
  54178. * @returns the class name
  54179. */
  54180. getClassName(): string;
  54181. /**
  54182. * Register a new input. Must be called inside a block constructor
  54183. * @param name defines the connection point name
  54184. * @param type defines the connection point type
  54185. * @param isOptional defines a boolean indicating that this input can be omitted
  54186. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54187. * @returns the current block
  54188. */
  54189. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54190. /**
  54191. * Register a new output. Must be called inside a block constructor
  54192. * @param name defines the connection point name
  54193. * @param type defines the connection point type
  54194. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54195. * @returns the current block
  54196. */
  54197. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54198. /**
  54199. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54200. * @param forOutput defines an optional connection point to check compatibility with
  54201. * @returns the first available input or null
  54202. */
  54203. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54204. /**
  54205. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54206. * @param forBlock defines an optional block to check compatibility with
  54207. * @returns the first available input or null
  54208. */
  54209. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54210. /**
  54211. * Connect current block with another block
  54212. * @param other defines the block to connect with
  54213. * @param options define the various options to help pick the right connections
  54214. * @returns the current block
  54215. */
  54216. connectTo(other: NodeMaterialBlock, options?: {
  54217. input?: string;
  54218. output?: string;
  54219. outputSwizzle?: string;
  54220. }): this | undefined;
  54221. protected _buildBlock(state: NodeMaterialBuildState): void;
  54222. /**
  54223. * Add uniforms, samplers and uniform buffers at compilation time
  54224. * @param state defines the state to update
  54225. * @param nodeMaterial defines the node material requesting the update
  54226. * @param defines defines the material defines to update
  54227. */
  54228. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54229. /**
  54230. * Add potential fallbacks if shader compilation fails
  54231. * @param mesh defines the mesh to be rendered
  54232. * @param fallbacks defines the current prioritized list of fallbacks
  54233. */
  54234. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54235. /**
  54236. * Update defines for shader compilation
  54237. * @param mesh defines the mesh to be rendered
  54238. * @param nodeMaterial defines the node material requesting the update
  54239. * @param defines defines the material defines to update
  54240. * @param useInstances specifies that instances should be used
  54241. */
  54242. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54243. /**
  54244. * Initialize defines for shader compilation
  54245. * @param mesh defines the mesh to be rendered
  54246. * @param nodeMaterial defines the node material requesting the update
  54247. * @param defines defines the material defines to be prepared
  54248. * @param useInstances specifies that instances should be used
  54249. */
  54250. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54251. /**
  54252. * Lets the block try to connect some inputs automatically
  54253. */
  54254. autoConfigure(): void;
  54255. /**
  54256. * Function called when a block is declared as repeatable content generator
  54257. * @param vertexShaderState defines the current compilation state for the vertex shader
  54258. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54259. * @param mesh defines the mesh to be rendered
  54260. * @param defines defines the material defines to update
  54261. */
  54262. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54263. /**
  54264. * Checks if the block is ready
  54265. * @param mesh defines the mesh to be rendered
  54266. * @param nodeMaterial defines the node material requesting the update
  54267. * @param defines defines the material defines to update
  54268. * @param useInstances specifies that instances should be used
  54269. * @returns true if the block is ready
  54270. */
  54271. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54272. private _processBuild;
  54273. /**
  54274. * Compile the current node and generate the shader code
  54275. * @param state defines the current compilation state (uniforms, samplers, current string)
  54276. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54277. * @returns true if already built
  54278. */
  54279. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54280. }
  54281. }
  54282. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54283. /**
  54284. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54285. */
  54286. export enum NodeMaterialBlockConnectionPointMode {
  54287. /** Value is an uniform */
  54288. Uniform = 0,
  54289. /** Value is a mesh attribute */
  54290. Attribute = 1,
  54291. /** Value is a varying between vertex and fragment shaders */
  54292. Varying = 2,
  54293. /** Mode is undefined */
  54294. Undefined = 3
  54295. }
  54296. }
  54297. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54298. /**
  54299. * Enum used to define well known values e.g. values automatically provided by the system
  54300. */
  54301. export enum NodeMaterialWellKnownValues {
  54302. /** World */
  54303. World = 1,
  54304. /** View */
  54305. View = 2,
  54306. /** Projection */
  54307. Projection = 3,
  54308. /** ViewProjection */
  54309. ViewProjection = 4,
  54310. /** WorldView */
  54311. WorldView = 5,
  54312. /** WorldViewProjection */
  54313. WorldViewProjection = 6,
  54314. /** CameraPosition */
  54315. CameraPosition = 7,
  54316. /** Fog Color */
  54317. FogColor = 8
  54318. }
  54319. }
  54320. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54321. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54322. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54323. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54324. import { Nullable } from "babylonjs/types";
  54325. import { Effect } from "babylonjs/Materials/effect";
  54326. import { Matrix } from "babylonjs/Maths/math.vector";
  54327. import { Scene } from "babylonjs/scene";
  54328. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54329. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54330. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54331. /**
  54332. * Block used to expose an input value
  54333. */
  54334. export class InputBlock extends NodeMaterialBlock {
  54335. private _mode;
  54336. private _associatedVariableName;
  54337. private _storedValue;
  54338. private _valueCallback;
  54339. private _type;
  54340. /** @hidden */
  54341. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54342. /**
  54343. * Gets or sets the connection point type (default is float)
  54344. */
  54345. readonly type: NodeMaterialBlockConnectionPointTypes;
  54346. /**
  54347. * Creates a new InputBlock
  54348. * @param name defines the block name
  54349. * @param target defines the target of that block (Vertex by default)
  54350. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54351. */
  54352. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54353. /**
  54354. * Gets the output component
  54355. */
  54356. readonly output: NodeMaterialConnectionPoint;
  54357. /**
  54358. * Set the source of this connection point to a vertex attribute
  54359. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54360. * @returns the current connection point
  54361. */
  54362. setAsAttribute(attributeName?: string): InputBlock;
  54363. /**
  54364. * Set the source of this connection point to a well known value
  54365. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54366. * @returns the current connection point
  54367. */
  54368. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54369. /**
  54370. * Gets or sets the value of that point.
  54371. * Please note that this value will be ignored if valueCallback is defined
  54372. */
  54373. value: any;
  54374. /**
  54375. * Gets or sets a callback used to get the value of that point.
  54376. * Please note that setting this value will force the connection point to ignore the value property
  54377. */
  54378. valueCallback: () => any;
  54379. /**
  54380. * Gets or sets the associated variable name in the shader
  54381. */
  54382. associatedVariableName: string;
  54383. /**
  54384. * Gets a boolean indicating that this connection point not defined yet
  54385. */
  54386. readonly isUndefined: boolean;
  54387. /**
  54388. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54389. * In this case the connection point name must be the name of the uniform to use.
  54390. * Can only be set on inputs
  54391. */
  54392. isUniform: boolean;
  54393. /**
  54394. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54395. * In this case the connection point name must be the name of the attribute to use
  54396. * Can only be set on inputs
  54397. */
  54398. isAttribute: boolean;
  54399. /**
  54400. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54401. * Can only be set on exit points
  54402. */
  54403. isVarying: boolean;
  54404. /**
  54405. * Gets a boolean indicating that the current connection point is a well known value
  54406. */
  54407. readonly isWellKnownValue: boolean;
  54408. /**
  54409. * Gets or sets the current well known value or null if not defined as well know value
  54410. */
  54411. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54412. /**
  54413. * Gets the current class name
  54414. * @returns the class name
  54415. */
  54416. getClassName(): string;
  54417. private _emitDefine;
  54418. /**
  54419. * Set the input block to its default value (based on its type)
  54420. */
  54421. setDefaultValue(): void;
  54422. private _emit;
  54423. /** @hidden */
  54424. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54425. /** @hidden */
  54426. _transmit(effect: Effect, scene: Scene): void;
  54427. protected _buildBlock(state: NodeMaterialBuildState): void;
  54428. }
  54429. }
  54430. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54431. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54432. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54433. import { Nullable } from "babylonjs/types";
  54434. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54435. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54436. /**
  54437. * Defines a connection point for a block
  54438. */
  54439. export class NodeMaterialConnectionPoint {
  54440. /** @hidden */
  54441. _ownerBlock: NodeMaterialBlock;
  54442. /** @hidden */
  54443. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54444. private _endpoints;
  54445. private _associatedVariableName;
  54446. /** @hidden */
  54447. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54448. private _type;
  54449. /** @hidden */
  54450. _enforceAssociatedVariableName: boolean;
  54451. /**
  54452. * Gets or sets the associated variable name in the shader
  54453. */
  54454. associatedVariableName: string;
  54455. /**
  54456. * Gets or sets the connection point type (default is float)
  54457. */
  54458. type: NodeMaterialBlockConnectionPointTypes;
  54459. /**
  54460. * Gets or sets the connection point name
  54461. */
  54462. name: string;
  54463. /**
  54464. * Gets or sets the swizzle to apply to this connection point when reading or writing
  54465. */
  54466. swizzle: string;
  54467. /**
  54468. * Gets or sets a boolean indicating that this connection point can be omitted
  54469. */
  54470. isOptional: boolean;
  54471. /**
  54472. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54473. */
  54474. define: string;
  54475. /** Gets or sets the target of that connection point */
  54476. target: NodeMaterialBlockTargets;
  54477. /**
  54478. * Gets a boolean indicating that the current point is connected
  54479. */
  54480. readonly isConnected: boolean;
  54481. /**
  54482. * Gets a boolean indicating that the current point is connected to an input block
  54483. */
  54484. readonly isConnectedToInput: boolean;
  54485. /**
  54486. * Gets a the connected input block (if any)
  54487. */
  54488. readonly connectInputBlock: Nullable<InputBlock>;
  54489. /** Get the other side of the connection (if any) */
  54490. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54491. /** Get the block that owns this connection point */
  54492. readonly ownerBlock: NodeMaterialBlock;
  54493. /** Get the block connected on the other side of this connection (if any) */
  54494. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54495. /** Get the block connected on the endpoints of this connection (if any) */
  54496. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54497. /** Gets the list of connected endpoints */
  54498. readonly endpoints: NodeMaterialConnectionPoint[];
  54499. /**
  54500. * Creates a new connection point
  54501. * @param name defines the connection point name
  54502. * @param ownerBlock defines the block hosting this connection point
  54503. */
  54504. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54505. /**
  54506. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54507. * @returns the class name
  54508. */
  54509. getClassName(): string;
  54510. private _getTypeLength;
  54511. /**
  54512. * Gets an boolean indicating if the current point can be connected to another point
  54513. * @param connectionPoint defines the other connection point
  54514. * @returns true if the connection is possible
  54515. */
  54516. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54517. /**
  54518. * Connect this point to another connection point
  54519. * @param connectionPoint defines the other connection point
  54520. * @returns the current connection point
  54521. */
  54522. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54523. /**
  54524. * Disconnect this point from one of his endpoint
  54525. * @param endpoint defines the other connection point
  54526. * @returns the current connection point
  54527. */
  54528. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54529. }
  54530. }
  54531. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54532. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54533. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54534. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54535. import { Mesh } from "babylonjs/Meshes/mesh";
  54536. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54537. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54538. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54539. /**
  54540. * Block used to add support for vertex skinning (bones)
  54541. */
  54542. export class BonesBlock extends NodeMaterialBlock {
  54543. /**
  54544. * Creates a new BonesBlock
  54545. * @param name defines the block name
  54546. */
  54547. constructor(name: string);
  54548. /**
  54549. * Initialize the block and prepare the context for build
  54550. * @param state defines the state that will be used for the build
  54551. */
  54552. initialize(state: NodeMaterialBuildState): void;
  54553. /**
  54554. * Gets the current class name
  54555. * @returns the class name
  54556. */
  54557. getClassName(): string;
  54558. /**
  54559. * Gets the matrix indices input component
  54560. */
  54561. readonly matricesIndices: NodeMaterialConnectionPoint;
  54562. /**
  54563. * Gets the matrix weights input component
  54564. */
  54565. readonly matricesWeights: NodeMaterialConnectionPoint;
  54566. /**
  54567. * Gets the extra matrix indices input component
  54568. */
  54569. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54570. /**
  54571. * Gets the extra matrix weights input component
  54572. */
  54573. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54574. /**
  54575. * Gets the world input component
  54576. */
  54577. readonly world: NodeMaterialConnectionPoint;
  54578. /**
  54579. * Gets the output component
  54580. */
  54581. readonly output: NodeMaterialConnectionPoint;
  54582. autoConfigure(): void;
  54583. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54584. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54585. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54586. protected _buildBlock(state: NodeMaterialBuildState): this;
  54587. }
  54588. }
  54589. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54590. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54591. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54592. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54593. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54594. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54595. /**
  54596. * Block used to add support for instances
  54597. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54598. */
  54599. export class InstancesBlock extends NodeMaterialBlock {
  54600. /**
  54601. * Creates a new InstancesBlock
  54602. * @param name defines the block name
  54603. */
  54604. constructor(name: string);
  54605. /**
  54606. * Gets the current class name
  54607. * @returns the class name
  54608. */
  54609. getClassName(): string;
  54610. /**
  54611. * Gets the first world row input component
  54612. */
  54613. readonly world0: NodeMaterialConnectionPoint;
  54614. /**
  54615. * Gets the second world row input component
  54616. */
  54617. readonly world1: NodeMaterialConnectionPoint;
  54618. /**
  54619. * Gets the third world row input component
  54620. */
  54621. readonly world2: NodeMaterialConnectionPoint;
  54622. /**
  54623. * Gets the forth world row input component
  54624. */
  54625. readonly world3: NodeMaterialConnectionPoint;
  54626. /**
  54627. * Gets the world input component
  54628. */
  54629. readonly world: NodeMaterialConnectionPoint;
  54630. /**
  54631. * Gets the output component
  54632. */
  54633. readonly output: NodeMaterialConnectionPoint;
  54634. autoConfigure(): void;
  54635. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54636. protected _buildBlock(state: NodeMaterialBuildState): this;
  54637. }
  54638. }
  54639. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54640. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54641. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54642. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54643. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54644. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54645. import { Effect } from "babylonjs/Materials/effect";
  54646. import { Mesh } from "babylonjs/Meshes/mesh";
  54647. /**
  54648. * Block used to add morph targets support to vertex shader
  54649. */
  54650. export class MorphTargetsBlock extends NodeMaterialBlock {
  54651. private _repeatableContentAnchor;
  54652. private _repeatebleContentGenerated;
  54653. /**
  54654. * Create a new MorphTargetsBlock
  54655. * @param name defines the block name
  54656. */
  54657. constructor(name: string);
  54658. /**
  54659. * Gets the current class name
  54660. * @returns the class name
  54661. */
  54662. getClassName(): string;
  54663. /**
  54664. * Gets the position input component
  54665. */
  54666. readonly position: NodeMaterialConnectionPoint;
  54667. /**
  54668. * Gets the normal input component
  54669. */
  54670. readonly normal: NodeMaterialConnectionPoint;
  54671. /**
  54672. * Gets the tangent input component
  54673. */
  54674. readonly tangent: NodeMaterialConnectionPoint;
  54675. /**
  54676. * Gets the tangent input component
  54677. */
  54678. readonly uv: NodeMaterialConnectionPoint;
  54679. /**
  54680. * Gets the position output component
  54681. */
  54682. readonly positionOutput: NodeMaterialConnectionPoint;
  54683. /**
  54684. * Gets the normal output component
  54685. */
  54686. readonly normalOutput: NodeMaterialConnectionPoint;
  54687. /**
  54688. * Gets the tangent output component
  54689. */
  54690. readonly tangentOutput: NodeMaterialConnectionPoint;
  54691. /**
  54692. * Gets the tangent output component
  54693. */
  54694. readonly uvOutput: NodeMaterialConnectionPoint;
  54695. initialize(state: NodeMaterialBuildState): void;
  54696. autoConfigure(): void;
  54697. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54698. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54699. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54700. protected _buildBlock(state: NodeMaterialBuildState): this;
  54701. }
  54702. }
  54703. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54704. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54705. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54706. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54707. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54708. }
  54709. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54710. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54711. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54712. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54713. /**
  54714. * Block used to add an alpha test in the fragment shader
  54715. */
  54716. export class AlphaTestBlock extends NodeMaterialBlock {
  54717. /**
  54718. * Gets or sets the alpha value where alpha testing happens
  54719. */
  54720. alphaCutOff: number;
  54721. /**
  54722. * Create a new AlphaTestBlock
  54723. * @param name defines the block name
  54724. */
  54725. constructor(name: string);
  54726. /**
  54727. * Gets the current class name
  54728. * @returns the class name
  54729. */
  54730. getClassName(): string;
  54731. /**
  54732. * Gets the color input component
  54733. */
  54734. readonly color: NodeMaterialConnectionPoint;
  54735. protected _buildBlock(state: NodeMaterialBuildState): this;
  54736. }
  54737. }
  54738. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock" {
  54739. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54740. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54741. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54742. /**
  54743. * Block used to create a Color4 out of 4 inputs (one for each component)
  54744. */
  54745. export class RGBAMergerBlock extends NodeMaterialBlock {
  54746. /**
  54747. * Create a new RGBAMergerBlock
  54748. * @param name defines the block name
  54749. */
  54750. constructor(name: string);
  54751. /**
  54752. * Gets the current class name
  54753. * @returns the class name
  54754. */
  54755. getClassName(): string;
  54756. /**
  54757. * Gets the R input component
  54758. */
  54759. readonly r: NodeMaterialConnectionPoint;
  54760. /**
  54761. * Gets the G input component
  54762. */
  54763. readonly g: NodeMaterialConnectionPoint;
  54764. /**
  54765. * Gets the B input component
  54766. */
  54767. readonly b: NodeMaterialConnectionPoint;
  54768. /**
  54769. * Gets the RGB input component
  54770. */
  54771. readonly rgb: NodeMaterialConnectionPoint;
  54772. /**
  54773. * Gets the R input component
  54774. */
  54775. readonly a: NodeMaterialConnectionPoint;
  54776. /**
  54777. * Gets the output component
  54778. */
  54779. readonly output: NodeMaterialConnectionPoint;
  54780. protected _buildBlock(state: NodeMaterialBuildState): this;
  54781. }
  54782. }
  54783. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock" {
  54784. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54785. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54786. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54787. /**
  54788. * Block used to create a Color3 out of 3 inputs (one for each component)
  54789. */
  54790. export class RGBMergerBlock extends NodeMaterialBlock {
  54791. /**
  54792. * Create a new RGBMergerBlock
  54793. * @param name defines the block name
  54794. */
  54795. constructor(name: string);
  54796. /**
  54797. * Gets the current class name
  54798. * @returns the class name
  54799. */
  54800. getClassName(): string;
  54801. /**
  54802. * Gets the R component input
  54803. */
  54804. readonly r: NodeMaterialConnectionPoint;
  54805. /**
  54806. * Gets the G component input
  54807. */
  54808. readonly g: NodeMaterialConnectionPoint;
  54809. /**
  54810. * Gets the B component input
  54811. */
  54812. readonly b: NodeMaterialConnectionPoint;
  54813. /**
  54814. * Gets the output component
  54815. */
  54816. readonly output: NodeMaterialConnectionPoint;
  54817. protected _buildBlock(state: NodeMaterialBuildState): this;
  54818. }
  54819. }
  54820. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock" {
  54821. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54822. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54823. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54824. /**
  54825. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  54826. */
  54827. export class RGBASplitterBlock extends NodeMaterialBlock {
  54828. /**
  54829. * Create a new RGBASplitterBlock
  54830. * @param name defines the block name
  54831. */
  54832. constructor(name: string);
  54833. /**
  54834. * Gets the current class name
  54835. * @returns the class name
  54836. */
  54837. getClassName(): string;
  54838. /**
  54839. * Gets the input component
  54840. */
  54841. readonly input: NodeMaterialConnectionPoint;
  54842. protected _buildBlock(state: NodeMaterialBuildState): this;
  54843. }
  54844. }
  54845. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock" {
  54846. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54847. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54848. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54849. /**
  54850. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  54851. */
  54852. export class RGBSplitterBlock extends NodeMaterialBlock {
  54853. /**
  54854. * Create a new RGBSplitterBlock
  54855. * @param name defines the block name
  54856. */
  54857. constructor(name: string);
  54858. /**
  54859. * Gets the current class name
  54860. * @returns the class name
  54861. */
  54862. getClassName(): string;
  54863. /**
  54864. * Gets the input component
  54865. */
  54866. readonly input: NodeMaterialConnectionPoint;
  54867. protected _buildBlock(state: NodeMaterialBuildState): this;
  54868. }
  54869. }
  54870. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  54871. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54872. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54873. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54875. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54876. import { Effect } from "babylonjs/Materials/effect";
  54877. import { Mesh } from "babylonjs/Meshes/mesh";
  54878. /**
  54879. * Block used to add image processing support to fragment shader
  54880. */
  54881. export class ImageProcessingBlock extends NodeMaterialBlock {
  54882. /**
  54883. * Create a new ImageProcessingBlock
  54884. * @param name defines the block name
  54885. */
  54886. constructor(name: string);
  54887. /**
  54888. * Gets the current class name
  54889. * @returns the class name
  54890. */
  54891. getClassName(): string;
  54892. /**
  54893. * Gets the color input component
  54894. */
  54895. readonly color: NodeMaterialConnectionPoint;
  54896. /**
  54897. * Gets the output component
  54898. */
  54899. readonly output: NodeMaterialConnectionPoint;
  54900. /**
  54901. * Initialize the block and prepare the context for build
  54902. * @param state defines the state that will be used for the build
  54903. */
  54904. initialize(state: NodeMaterialBuildState): void;
  54905. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  54906. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54907. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54908. protected _buildBlock(state: NodeMaterialBuildState): this;
  54909. }
  54910. }
  54911. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  54912. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  54913. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  54914. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock";
  54915. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock";
  54916. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock";
  54917. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock";
  54918. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  54919. }
  54920. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  54921. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54922. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54923. import { Mesh } from "babylonjs/Meshes/mesh";
  54924. import { Effect } from "babylonjs/Materials/effect";
  54925. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54927. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54928. /**
  54929. * Block used to add support for scene fog
  54930. */
  54931. export class FogBlock extends NodeMaterialBlock {
  54932. private _fogDistanceName;
  54933. private _fogParameters;
  54934. /**
  54935. * Create a new FogBlock
  54936. * @param name defines the block name
  54937. */
  54938. constructor(name: string);
  54939. /**
  54940. * Gets the current class name
  54941. * @returns the class name
  54942. */
  54943. getClassName(): string;
  54944. /**
  54945. * Gets the world position input component
  54946. */
  54947. readonly worldPosition: NodeMaterialConnectionPoint;
  54948. /**
  54949. * Gets the view input component
  54950. */
  54951. readonly view: NodeMaterialConnectionPoint;
  54952. /**
  54953. * Gets the color input component
  54954. */
  54955. readonly color: NodeMaterialConnectionPoint;
  54956. /**
  54957. * Gets the fog color input component
  54958. */
  54959. readonly fogColor: NodeMaterialConnectionPoint;
  54960. /**
  54961. * Gets the output component
  54962. */
  54963. readonly output: NodeMaterialConnectionPoint;
  54964. autoConfigure(): void;
  54965. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54966. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54967. protected _buildBlock(state: NodeMaterialBuildState): this;
  54968. }
  54969. }
  54970. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  54971. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54972. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54973. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54974. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54975. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54976. import { Effect } from "babylonjs/Materials/effect";
  54977. import { Mesh } from "babylonjs/Meshes/mesh";
  54978. import { Light } from "babylonjs/Lights/light";
  54979. import { Nullable } from "babylonjs/types";
  54980. /**
  54981. * Block used to add light in the fragment shader
  54982. */
  54983. export class LightBlock extends NodeMaterialBlock {
  54984. private _lightId;
  54985. /**
  54986. * Gets or sets the light associated with this block
  54987. */
  54988. light: Nullable<Light>;
  54989. /**
  54990. * Create a new LightBlock
  54991. * @param name defines the block name
  54992. */
  54993. constructor(name: string);
  54994. /**
  54995. * Gets the current class name
  54996. * @returns the class name
  54997. */
  54998. getClassName(): string;
  54999. /**
  55000. * Gets the world position input component
  55001. */
  55002. readonly worldPosition: NodeMaterialConnectionPoint;
  55003. /**
  55004. * Gets the world normal input component
  55005. */
  55006. readonly worldNormal: NodeMaterialConnectionPoint;
  55007. /**
  55008. * Gets the camera (or eye) position component
  55009. */
  55010. readonly cameraPosition: NodeMaterialConnectionPoint;
  55011. /**
  55012. * Gets the diffuse output component
  55013. */
  55014. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55015. /**
  55016. * Gets the specular output component
  55017. */
  55018. readonly specularOutput: NodeMaterialConnectionPoint;
  55019. autoConfigure(): void;
  55020. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55021. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55022. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55023. private _injectVertexCode;
  55024. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55025. }
  55026. }
  55027. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55028. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55029. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55030. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55031. }
  55032. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55033. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55034. }
  55035. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55036. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55037. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55038. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55039. /**
  55040. * Block used to multiply 2 values
  55041. */
  55042. export class MultiplyBlock extends NodeMaterialBlock {
  55043. /**
  55044. * Creates a new MultiplyBlock
  55045. * @param name defines the block name
  55046. */
  55047. constructor(name: string);
  55048. /**
  55049. * Gets the current class name
  55050. * @returns the class name
  55051. */
  55052. getClassName(): string;
  55053. /**
  55054. * Gets the left operand input component
  55055. */
  55056. readonly left: NodeMaterialConnectionPoint;
  55057. /**
  55058. * Gets the right operand input component
  55059. */
  55060. readonly right: NodeMaterialConnectionPoint;
  55061. /**
  55062. * Gets the output component
  55063. */
  55064. readonly output: NodeMaterialConnectionPoint;
  55065. protected _buildBlock(state: NodeMaterialBuildState): this;
  55066. }
  55067. }
  55068. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55069. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55070. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55071. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55072. /**
  55073. * Block used to add 2 vector4
  55074. */
  55075. export class AddBlock extends NodeMaterialBlock {
  55076. /**
  55077. * Creates a new AddBlock
  55078. * @param name defines the block name
  55079. */
  55080. constructor(name: string);
  55081. /**
  55082. * Gets the current class name
  55083. * @returns the class name
  55084. */
  55085. getClassName(): string;
  55086. /**
  55087. * Gets the left operand input component
  55088. */
  55089. readonly left: NodeMaterialConnectionPoint;
  55090. /**
  55091. * Gets the right operand input component
  55092. */
  55093. readonly right: NodeMaterialConnectionPoint;
  55094. /**
  55095. * Gets the output component
  55096. */
  55097. readonly output: NodeMaterialConnectionPoint;
  55098. protected _buildBlock(state: NodeMaterialBuildState): this;
  55099. }
  55100. }
  55101. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55102. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55103. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55104. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55105. /**
  55106. * Block used to clamp a float
  55107. */
  55108. export class ClampBlock extends NodeMaterialBlock {
  55109. /** Gets or sets the minimum range */
  55110. minimum: number;
  55111. /** Gets or sets the maximum range */
  55112. maximum: number;
  55113. /**
  55114. * Creates a new ClampBlock
  55115. * @param name defines the block name
  55116. */
  55117. constructor(name: string);
  55118. /**
  55119. * Gets the current class name
  55120. * @returns the class name
  55121. */
  55122. getClassName(): string;
  55123. /**
  55124. * Gets the value input component
  55125. */
  55126. readonly value: NodeMaterialConnectionPoint;
  55127. /**
  55128. * Gets the output component
  55129. */
  55130. readonly output: NodeMaterialConnectionPoint;
  55131. protected _buildBlock(state: NodeMaterialBuildState): this;
  55132. }
  55133. }
  55134. declare module "babylonjs/Materials/Node/Blocks/vector2TransformBlock" {
  55135. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55136. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55137. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55138. /**
  55139. * Block used to transform a vector2 with a matrix
  55140. */
  55141. export class Vector2TransformBlock extends NodeMaterialBlock {
  55142. /**
  55143. * Defines the value to use to complement Vector2 to transform it to a Vector4
  55144. */
  55145. complementZ: number;
  55146. /**
  55147. * Defines the value to use to complement Vector2 to transform it to a Vector4
  55148. */
  55149. complementW: number;
  55150. /**
  55151. * Creates a new Vector2TransformBlock
  55152. * @param name defines the block name
  55153. */
  55154. constructor(name: string);
  55155. /**
  55156. * Gets the vector input
  55157. */
  55158. readonly vector: NodeMaterialConnectionPoint;
  55159. /**
  55160. * Gets the matrix transform input
  55161. */
  55162. readonly transform: NodeMaterialConnectionPoint;
  55163. /**
  55164. * Gets the output component
  55165. */
  55166. readonly output: NodeMaterialConnectionPoint;
  55167. /**
  55168. * Gets the current class name
  55169. * @returns the class name
  55170. */
  55171. getClassName(): string;
  55172. protected _buildBlock(state: NodeMaterialBuildState): this;
  55173. }
  55174. }
  55175. declare module "babylonjs/Materials/Node/Blocks/vector3TransformBlock" {
  55176. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55177. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55178. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55179. /**
  55180. * Block used to transform a vector3 with a matrix
  55181. */
  55182. export class Vector3TransformBlock extends NodeMaterialBlock {
  55183. /**
  55184. * Defines the value to use to complement Vector3 to transform it to a Vector4
  55185. */
  55186. complement: number;
  55187. /**
  55188. * Creates a new Vector3TransformBlock
  55189. * @param name defines the block name
  55190. */
  55191. constructor(name: string);
  55192. /**
  55193. * Gets the vector input
  55194. */
  55195. readonly vector: NodeMaterialConnectionPoint;
  55196. /**
  55197. * Gets the matrix transform input
  55198. */
  55199. readonly transform: NodeMaterialConnectionPoint;
  55200. /**
  55201. * Gets the output component
  55202. */
  55203. readonly output: NodeMaterialConnectionPoint;
  55204. /**
  55205. * Gets the current class name
  55206. * @returns the class name
  55207. */
  55208. getClassName(): string;
  55209. protected _buildBlock(state: NodeMaterialBuildState): this;
  55210. }
  55211. }
  55212. declare module "babylonjs/Materials/Node/Blocks/index" {
  55213. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55214. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55215. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55216. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55217. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55218. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55219. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55220. export * from "babylonjs/Materials/Node/Blocks/vector2TransformBlock";
  55221. export * from "babylonjs/Materials/Node/Blocks/vector3TransformBlock";
  55222. export * from "babylonjs/Materials/Node/Blocks/vector4TransformBlock";
  55223. }
  55224. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55225. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55226. }
  55227. declare module "babylonjs/Materials/Node/index" {
  55228. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55229. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55230. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55231. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55232. export * from "babylonjs/Materials/Node/nodeMaterial";
  55233. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55234. export * from "babylonjs/Materials/Node/Blocks/index";
  55235. export * from "babylonjs/Materials/Node/Optimizers/index";
  55236. }
  55237. declare module "babylonjs/Materials/effectRenderer" {
  55238. import { Nullable } from "babylonjs/types";
  55239. import { Texture } from "babylonjs/Materials/Textures/texture";
  55240. import { Engine } from "babylonjs/Engines/engine";
  55241. import { Viewport } from "babylonjs/Maths/math.viewport";
  55242. import { Observable } from "babylonjs/Misc/observable";
  55243. import { Effect } from "babylonjs/Materials/effect";
  55244. import "babylonjs/Shaders/postprocess.vertex";
  55245. /**
  55246. * Effect Render Options
  55247. */
  55248. export interface IEffectRendererOptions {
  55249. /**
  55250. * Defines the vertices positions.
  55251. */
  55252. positions?: number[];
  55253. /**
  55254. * Defines the indices.
  55255. */
  55256. indices?: number[];
  55257. }
  55258. /**
  55259. * Helper class to render one or more effects
  55260. */
  55261. export class EffectRenderer {
  55262. private engine;
  55263. private static _DefaultOptions;
  55264. private _vertexBuffers;
  55265. private _indexBuffer;
  55266. private _ringBufferIndex;
  55267. private _ringScreenBuffer;
  55268. private _fullscreenViewport;
  55269. private _getNextFrameBuffer;
  55270. /**
  55271. * Creates an effect renderer
  55272. * @param engine the engine to use for rendering
  55273. * @param options defines the options of the effect renderer
  55274. */
  55275. constructor(engine: Engine, options?: IEffectRendererOptions);
  55276. /**
  55277. * Sets the current viewport in normalized coordinates 0-1
  55278. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55279. */
  55280. setViewport(viewport?: Viewport): void;
  55281. /**
  55282. * Sets the current effect wrapper to use during draw.
  55283. * The effect needs to be ready before calling this api.
  55284. * This also sets the default full screen position attribute.
  55285. * @param effectWrapper Defines the effect to draw with
  55286. */
  55287. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55288. /**
  55289. * Draws a full screen quad.
  55290. */
  55291. draw(): void;
  55292. /**
  55293. * renders one or more effects to a specified texture
  55294. * @param effectWrappers list of effects to renderer
  55295. * @param outputTexture texture to draw to, if null it will render to the screen
  55296. */
  55297. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55298. /**
  55299. * Disposes of the effect renderer
  55300. */
  55301. dispose(): void;
  55302. }
  55303. /**
  55304. * Options to create an EffectWrapper
  55305. */
  55306. interface EffectWrapperCreationOptions {
  55307. /**
  55308. * Engine to use to create the effect
  55309. */
  55310. engine: Engine;
  55311. /**
  55312. * Fragment shader for the effect
  55313. */
  55314. fragmentShader: string;
  55315. /**
  55316. * Vertex shader for the effect
  55317. */
  55318. vertexShader: string;
  55319. /**
  55320. * Attributes to use in the shader
  55321. */
  55322. attributeNames?: Array<string>;
  55323. /**
  55324. * Uniforms to use in the shader
  55325. */
  55326. uniformNames?: Array<string>;
  55327. /**
  55328. * Texture sampler names to use in the shader
  55329. */
  55330. samplerNames?: Array<string>;
  55331. /**
  55332. * The friendly name of the effect displayed in Spector.
  55333. */
  55334. name?: string;
  55335. }
  55336. /**
  55337. * Wraps an effect to be used for rendering
  55338. */
  55339. export class EffectWrapper {
  55340. /**
  55341. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55342. */
  55343. onApplyObservable: Observable<{}>;
  55344. /**
  55345. * The underlying effect
  55346. */
  55347. effect: Effect;
  55348. /**
  55349. * Creates an effect to be renderer
  55350. * @param creationOptions options to create the effect
  55351. */
  55352. constructor(creationOptions: EffectWrapperCreationOptions);
  55353. /**
  55354. * Disposes of the effect wrapper
  55355. */
  55356. dispose(): void;
  55357. }
  55358. }
  55359. declare module "babylonjs/Materials/index" {
  55360. export * from "babylonjs/Materials/Background/index";
  55361. export * from "babylonjs/Materials/colorCurves";
  55362. export * from "babylonjs/Materials/effect";
  55363. export * from "babylonjs/Materials/fresnelParameters";
  55364. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55365. export * from "babylonjs/Materials/material";
  55366. export * from "babylonjs/Materials/materialDefines";
  55367. export * from "babylonjs/Materials/materialHelper";
  55368. export * from "babylonjs/Materials/multiMaterial";
  55369. export * from "babylonjs/Materials/PBR/index";
  55370. export * from "babylonjs/Materials/pushMaterial";
  55371. export * from "babylonjs/Materials/shaderMaterial";
  55372. export * from "babylonjs/Materials/standardMaterial";
  55373. export * from "babylonjs/Materials/Textures/index";
  55374. export * from "babylonjs/Materials/uniformBuffer";
  55375. export * from "babylonjs/Materials/materialFlags";
  55376. export * from "babylonjs/Materials/Node/index";
  55377. export * from "babylonjs/Materials/effectRenderer";
  55378. }
  55379. declare module "babylonjs/Maths/math.vertexFormat" {
  55380. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  55381. /**
  55382. * Contains position and normal vectors for a vertex
  55383. */
  55384. export class PositionNormalVertex {
  55385. /** the position of the vertex (defaut: 0,0,0) */
  55386. position: Vector3;
  55387. /** the normal of the vertex (defaut: 0,1,0) */
  55388. normal: Vector3;
  55389. /**
  55390. * Creates a PositionNormalVertex
  55391. * @param position the position of the vertex (defaut: 0,0,0)
  55392. * @param normal the normal of the vertex (defaut: 0,1,0)
  55393. */
  55394. constructor(
  55395. /** the position of the vertex (defaut: 0,0,0) */
  55396. position?: Vector3,
  55397. /** the normal of the vertex (defaut: 0,1,0) */
  55398. normal?: Vector3);
  55399. /**
  55400. * Clones the PositionNormalVertex
  55401. * @returns the cloned PositionNormalVertex
  55402. */
  55403. clone(): PositionNormalVertex;
  55404. }
  55405. /**
  55406. * Contains position, normal and uv vectors for a vertex
  55407. */
  55408. export class PositionNormalTextureVertex {
  55409. /** the position of the vertex (defaut: 0,0,0) */
  55410. position: Vector3;
  55411. /** the normal of the vertex (defaut: 0,1,0) */
  55412. normal: Vector3;
  55413. /** the uv of the vertex (default: 0,0) */
  55414. uv: Vector2;
  55415. /**
  55416. * Creates a PositionNormalTextureVertex
  55417. * @param position the position of the vertex (defaut: 0,0,0)
  55418. * @param normal the normal of the vertex (defaut: 0,1,0)
  55419. * @param uv the uv of the vertex (default: 0,0)
  55420. */
  55421. constructor(
  55422. /** the position of the vertex (defaut: 0,0,0) */
  55423. position?: Vector3,
  55424. /** the normal of the vertex (defaut: 0,1,0) */
  55425. normal?: Vector3,
  55426. /** the uv of the vertex (default: 0,0) */
  55427. uv?: Vector2);
  55428. /**
  55429. * Clones the PositionNormalTextureVertex
  55430. * @returns the cloned PositionNormalTextureVertex
  55431. */
  55432. clone(): PositionNormalTextureVertex;
  55433. }
  55434. }
  55435. declare module "babylonjs/Maths/math" {
  55436. export * from "babylonjs/Maths/math.axis";
  55437. export * from "babylonjs/Maths/math.color";
  55438. export * from "babylonjs/Maths/math.constants";
  55439. export * from "babylonjs/Maths/math.frustum";
  55440. export * from "babylonjs/Maths/math.path";
  55441. export * from "babylonjs/Maths/math.plane";
  55442. export * from "babylonjs/Maths/math.size";
  55443. export * from "babylonjs/Maths/math.vector";
  55444. export * from "babylonjs/Maths/math.vertexFormat";
  55445. export * from "babylonjs/Maths/math.viewport";
  55446. }
  55447. declare module "babylonjs/Maths/index" {
  55448. export * from "babylonjs/Maths/math.scalar";
  55449. export * from "babylonjs/Maths/math";
  55450. export * from "babylonjs/Maths/sphericalPolynomial";
  55451. }
  55452. declare module "babylonjs/Misc/workerPool" {
  55453. import { IDisposable } from "babylonjs/scene";
  55454. /**
  55455. * Helper class to push actions to a pool of workers.
  55456. */
  55457. export class WorkerPool implements IDisposable {
  55458. private _workerInfos;
  55459. private _pendingActions;
  55460. /**
  55461. * Constructor
  55462. * @param workers Array of workers to use for actions
  55463. */
  55464. constructor(workers: Array<Worker>);
  55465. /**
  55466. * Terminates all workers and clears any pending actions.
  55467. */
  55468. dispose(): void;
  55469. /**
  55470. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55471. * pended until a worker has completed its action.
  55472. * @param action The action to perform. Call onComplete when the action is complete.
  55473. */
  55474. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55475. private _execute;
  55476. }
  55477. }
  55478. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55479. import { IDisposable } from "babylonjs/scene";
  55480. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55481. /**
  55482. * Configuration for Draco compression
  55483. */
  55484. export interface IDracoCompressionConfiguration {
  55485. /**
  55486. * Configuration for the decoder.
  55487. */
  55488. decoder: {
  55489. /**
  55490. * The url to the WebAssembly module.
  55491. */
  55492. wasmUrl?: string;
  55493. /**
  55494. * The url to the WebAssembly binary.
  55495. */
  55496. wasmBinaryUrl?: string;
  55497. /**
  55498. * The url to the fallback JavaScript module.
  55499. */
  55500. fallbackUrl?: string;
  55501. };
  55502. }
  55503. /**
  55504. * Draco compression (https://google.github.io/draco/)
  55505. *
  55506. * This class wraps the Draco module.
  55507. *
  55508. * **Encoder**
  55509. *
  55510. * The encoder is not currently implemented.
  55511. *
  55512. * **Decoder**
  55513. *
  55514. * 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.
  55515. *
  55516. * To update the configuration, use the following code:
  55517. * ```javascript
  55518. * DracoCompression.Configuration = {
  55519. * decoder: {
  55520. * wasmUrl: "<url to the WebAssembly library>",
  55521. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55522. * fallbackUrl: "<url to the fallback JavaScript library>",
  55523. * }
  55524. * };
  55525. * ```
  55526. *
  55527. * 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.
  55528. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55529. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55530. *
  55531. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55532. * ```javascript
  55533. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55534. * ```
  55535. *
  55536. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55537. */
  55538. export class DracoCompression implements IDisposable {
  55539. private _workerPoolPromise?;
  55540. private _decoderModulePromise?;
  55541. /**
  55542. * The configuration. Defaults to the following urls:
  55543. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55544. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55545. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55546. */
  55547. static Configuration: IDracoCompressionConfiguration;
  55548. /**
  55549. * Returns true if the decoder configuration is available.
  55550. */
  55551. static readonly DecoderAvailable: boolean;
  55552. /**
  55553. * Default number of workers to create when creating the draco compression object.
  55554. */
  55555. static DefaultNumWorkers: number;
  55556. private static GetDefaultNumWorkers;
  55557. private static _Default;
  55558. /**
  55559. * Default instance for the draco compression object.
  55560. */
  55561. static readonly Default: DracoCompression;
  55562. /**
  55563. * Constructor
  55564. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55565. */
  55566. constructor(numWorkers?: number);
  55567. /**
  55568. * Stop all async operations and release resources.
  55569. */
  55570. dispose(): void;
  55571. /**
  55572. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55573. * @returns a promise that resolves when ready
  55574. */
  55575. whenReadyAsync(): Promise<void>;
  55576. /**
  55577. * Decode Draco compressed mesh data to vertex data.
  55578. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55579. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55580. * @returns A promise that resolves with the decoded vertex data
  55581. */
  55582. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55583. [kind: string]: number;
  55584. }): Promise<VertexData>;
  55585. }
  55586. }
  55587. declare module "babylonjs/Meshes/Compression/index" {
  55588. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55589. }
  55590. declare module "babylonjs/Meshes/csg" {
  55591. import { Nullable } from "babylonjs/types";
  55592. import { Scene } from "babylonjs/scene";
  55593. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55594. import { Mesh } from "babylonjs/Meshes/mesh";
  55595. import { Material } from "babylonjs/Materials/material";
  55596. /**
  55597. * Class for building Constructive Solid Geometry
  55598. */
  55599. export class CSG {
  55600. private polygons;
  55601. /**
  55602. * The world matrix
  55603. */
  55604. matrix: Matrix;
  55605. /**
  55606. * Stores the position
  55607. */
  55608. position: Vector3;
  55609. /**
  55610. * Stores the rotation
  55611. */
  55612. rotation: Vector3;
  55613. /**
  55614. * Stores the rotation quaternion
  55615. */
  55616. rotationQuaternion: Nullable<Quaternion>;
  55617. /**
  55618. * Stores the scaling vector
  55619. */
  55620. scaling: Vector3;
  55621. /**
  55622. * Convert the Mesh to CSG
  55623. * @param mesh The Mesh to convert to CSG
  55624. * @returns A new CSG from the Mesh
  55625. */
  55626. static FromMesh(mesh: Mesh): CSG;
  55627. /**
  55628. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55629. * @param polygons Polygons used to construct a CSG solid
  55630. */
  55631. private static FromPolygons;
  55632. /**
  55633. * Clones, or makes a deep copy, of the CSG
  55634. * @returns A new CSG
  55635. */
  55636. clone(): CSG;
  55637. /**
  55638. * Unions this CSG with another CSG
  55639. * @param csg The CSG to union against this CSG
  55640. * @returns The unioned CSG
  55641. */
  55642. union(csg: CSG): CSG;
  55643. /**
  55644. * Unions this CSG with another CSG in place
  55645. * @param csg The CSG to union against this CSG
  55646. */
  55647. unionInPlace(csg: CSG): void;
  55648. /**
  55649. * Subtracts this CSG with another CSG
  55650. * @param csg The CSG to subtract against this CSG
  55651. * @returns A new CSG
  55652. */
  55653. subtract(csg: CSG): CSG;
  55654. /**
  55655. * Subtracts this CSG with another CSG in place
  55656. * @param csg The CSG to subtact against this CSG
  55657. */
  55658. subtractInPlace(csg: CSG): void;
  55659. /**
  55660. * Intersect this CSG with another CSG
  55661. * @param csg The CSG to intersect against this CSG
  55662. * @returns A new CSG
  55663. */
  55664. intersect(csg: CSG): CSG;
  55665. /**
  55666. * Intersects this CSG with another CSG in place
  55667. * @param csg The CSG to intersect against this CSG
  55668. */
  55669. intersectInPlace(csg: CSG): void;
  55670. /**
  55671. * Return a new CSG solid with solid and empty space switched. This solid is
  55672. * not modified.
  55673. * @returns A new CSG solid with solid and empty space switched
  55674. */
  55675. inverse(): CSG;
  55676. /**
  55677. * Inverses the CSG in place
  55678. */
  55679. inverseInPlace(): void;
  55680. /**
  55681. * This is used to keep meshes transformations so they can be restored
  55682. * when we build back a Babylon Mesh
  55683. * NB : All CSG operations are performed in world coordinates
  55684. * @param csg The CSG to copy the transform attributes from
  55685. * @returns This CSG
  55686. */
  55687. copyTransformAttributes(csg: CSG): CSG;
  55688. /**
  55689. * Build Raw mesh from CSG
  55690. * Coordinates here are in world space
  55691. * @param name The name of the mesh geometry
  55692. * @param scene The Scene
  55693. * @param keepSubMeshes Specifies if the submeshes should be kept
  55694. * @returns A new Mesh
  55695. */
  55696. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55697. /**
  55698. * Build Mesh from CSG taking material and transforms into account
  55699. * @param name The name of the Mesh
  55700. * @param material The material of the Mesh
  55701. * @param scene The Scene
  55702. * @param keepSubMeshes Specifies if submeshes should be kept
  55703. * @returns The new Mesh
  55704. */
  55705. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  55706. }
  55707. }
  55708. declare module "babylonjs/Meshes/trailMesh" {
  55709. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55710. import { Mesh } from "babylonjs/Meshes/mesh";
  55711. import { Scene } from "babylonjs/scene";
  55712. /**
  55713. * Class used to create a trail following a mesh
  55714. */
  55715. export class TrailMesh extends Mesh {
  55716. private _generator;
  55717. private _autoStart;
  55718. private _running;
  55719. private _diameter;
  55720. private _length;
  55721. private _sectionPolygonPointsCount;
  55722. private _sectionVectors;
  55723. private _sectionNormalVectors;
  55724. private _beforeRenderObserver;
  55725. /**
  55726. * @constructor
  55727. * @param name The value used by scene.getMeshByName() to do a lookup.
  55728. * @param generator The mesh to generate a trail.
  55729. * @param scene The scene to add this mesh to.
  55730. * @param diameter Diameter of trailing mesh. Default is 1.
  55731. * @param length Length of trailing mesh. Default is 60.
  55732. * @param autoStart Automatically start trailing mesh. Default true.
  55733. */
  55734. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  55735. /**
  55736. * "TrailMesh"
  55737. * @returns "TrailMesh"
  55738. */
  55739. getClassName(): string;
  55740. private _createMesh;
  55741. /**
  55742. * Start trailing mesh.
  55743. */
  55744. start(): void;
  55745. /**
  55746. * Stop trailing mesh.
  55747. */
  55748. stop(): void;
  55749. /**
  55750. * Update trailing mesh geometry.
  55751. */
  55752. update(): void;
  55753. /**
  55754. * Returns a new TrailMesh object.
  55755. * @param name is a string, the name given to the new mesh
  55756. * @param newGenerator use new generator object for cloned trail mesh
  55757. * @returns a new mesh
  55758. */
  55759. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  55760. /**
  55761. * Serializes this trail mesh
  55762. * @param serializationObject object to write serialization to
  55763. */
  55764. serialize(serializationObject: any): void;
  55765. /**
  55766. * Parses a serialized trail mesh
  55767. * @param parsedMesh the serialized mesh
  55768. * @param scene the scene to create the trail mesh in
  55769. * @returns the created trail mesh
  55770. */
  55771. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  55772. }
  55773. }
  55774. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  55775. import { Nullable } from "babylonjs/types";
  55776. import { Scene } from "babylonjs/scene";
  55777. import { Vector4 } from "babylonjs/Maths/math.vector";
  55778. import { Color4 } from "babylonjs/Maths/math.color";
  55779. import { Mesh } from "babylonjs/Meshes/mesh";
  55780. /**
  55781. * Class containing static functions to help procedurally build meshes
  55782. */
  55783. export class TiledBoxBuilder {
  55784. /**
  55785. * Creates a box mesh
  55786. * 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)
  55787. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  55788. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55789. * * If you create a double-sided mesh, you can choose what parts of 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
  55790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  55791. * @param name defines the name of the mesh
  55792. * @param options defines the options used to create the mesh
  55793. * @param scene defines the hosting scene
  55794. * @returns the box mesh
  55795. */
  55796. static CreateTiledBox(name: string, options: {
  55797. pattern?: number;
  55798. width?: number;
  55799. height?: number;
  55800. depth?: number;
  55801. tileSize?: number;
  55802. tileWidth?: number;
  55803. tileHeight?: number;
  55804. alignHorizontal?: number;
  55805. alignVertical?: number;
  55806. faceUV?: Vector4[];
  55807. faceColors?: Color4[];
  55808. sideOrientation?: number;
  55809. updatable?: boolean;
  55810. }, scene?: Nullable<Scene>): Mesh;
  55811. }
  55812. }
  55813. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  55814. import { Vector4 } from "babylonjs/Maths/math.vector";
  55815. import { Mesh } from "babylonjs/Meshes/mesh";
  55816. /**
  55817. * Class containing static functions to help procedurally build meshes
  55818. */
  55819. export class TorusKnotBuilder {
  55820. /**
  55821. * Creates a torus knot mesh
  55822. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  55823. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  55824. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  55825. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  55826. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55827. * * If you create a double-sided mesh, you can choose what parts of 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
  55828. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  55829. * @param name defines the name of the mesh
  55830. * @param options defines the options used to create the mesh
  55831. * @param scene defines the hosting scene
  55832. * @returns the torus knot mesh
  55833. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  55834. */
  55835. static CreateTorusKnot(name: string, options: {
  55836. radius?: number;
  55837. tube?: number;
  55838. radialSegments?: number;
  55839. tubularSegments?: number;
  55840. p?: number;
  55841. q?: number;
  55842. updatable?: boolean;
  55843. sideOrientation?: number;
  55844. frontUVs?: Vector4;
  55845. backUVs?: Vector4;
  55846. }, scene: any): Mesh;
  55847. }
  55848. }
  55849. declare module "babylonjs/Meshes/polygonMesh" {
  55850. import { Scene } from "babylonjs/scene";
  55851. import { Vector2 } from "babylonjs/Maths/math.vector";
  55852. import { Mesh } from "babylonjs/Meshes/mesh";
  55853. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55854. import { Path2 } from "babylonjs/Maths/math.path";
  55855. /**
  55856. * Polygon
  55857. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  55858. */
  55859. export class Polygon {
  55860. /**
  55861. * Creates a rectangle
  55862. * @param xmin bottom X coord
  55863. * @param ymin bottom Y coord
  55864. * @param xmax top X coord
  55865. * @param ymax top Y coord
  55866. * @returns points that make the resulting rectation
  55867. */
  55868. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  55869. /**
  55870. * Creates a circle
  55871. * @param radius radius of circle
  55872. * @param cx scale in x
  55873. * @param cy scale in y
  55874. * @param numberOfSides number of sides that make up the circle
  55875. * @returns points that make the resulting circle
  55876. */
  55877. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  55878. /**
  55879. * Creates a polygon from input string
  55880. * @param input Input polygon data
  55881. * @returns the parsed points
  55882. */
  55883. static Parse(input: string): Vector2[];
  55884. /**
  55885. * Starts building a polygon from x and y coordinates
  55886. * @param x x coordinate
  55887. * @param y y coordinate
  55888. * @returns the started path2
  55889. */
  55890. static StartingAt(x: number, y: number): Path2;
  55891. }
  55892. /**
  55893. * Builds a polygon
  55894. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  55895. */
  55896. export class PolygonMeshBuilder {
  55897. private _points;
  55898. private _outlinepoints;
  55899. private _holes;
  55900. private _name;
  55901. private _scene;
  55902. private _epoints;
  55903. private _eholes;
  55904. private _addToepoint;
  55905. /**
  55906. * Babylon reference to the earcut plugin.
  55907. */
  55908. bjsEarcut: any;
  55909. /**
  55910. * Creates a PolygonMeshBuilder
  55911. * @param name name of the builder
  55912. * @param contours Path of the polygon
  55913. * @param scene scene to add to when creating the mesh
  55914. * @param earcutInjection can be used to inject your own earcut reference
  55915. */
  55916. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  55917. /**
  55918. * Adds a whole within the polygon
  55919. * @param hole Array of points defining the hole
  55920. * @returns this
  55921. */
  55922. addHole(hole: Vector2[]): PolygonMeshBuilder;
  55923. /**
  55924. * Creates the polygon
  55925. * @param updatable If the mesh should be updatable
  55926. * @param depth The depth of the mesh created
  55927. * @returns the created mesh
  55928. */
  55929. build(updatable?: boolean, depth?: number): Mesh;
  55930. /**
  55931. * Creates the polygon
  55932. * @param depth The depth of the mesh created
  55933. * @returns the created VertexData
  55934. */
  55935. buildVertexData(depth?: number): VertexData;
  55936. /**
  55937. * Adds a side to the polygon
  55938. * @param positions points that make the polygon
  55939. * @param normals normals of the polygon
  55940. * @param uvs uvs of the polygon
  55941. * @param indices indices of the polygon
  55942. * @param bounds bounds of the polygon
  55943. * @param points points of the polygon
  55944. * @param depth depth of the polygon
  55945. * @param flip flip of the polygon
  55946. */
  55947. private addSide;
  55948. }
  55949. }
  55950. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  55951. import { Scene } from "babylonjs/scene";
  55952. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  55953. import { Color4 } from "babylonjs/Maths/math.color";
  55954. import { Mesh } from "babylonjs/Meshes/mesh";
  55955. import { Nullable } from "babylonjs/types";
  55956. /**
  55957. * Class containing static functions to help procedurally build meshes
  55958. */
  55959. export class PolygonBuilder {
  55960. /**
  55961. * Creates a polygon mesh
  55962. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  55963. * * 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
  55964. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  55965. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  55966. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  55967. * * Remember you can only change the shape positions, not their number when updating a polygon
  55968. * @param name defines the name of the mesh
  55969. * @param options defines the options used to create the mesh
  55970. * @param scene defines the hosting scene
  55971. * @param earcutInjection can be used to inject your own earcut reference
  55972. * @returns the polygon mesh
  55973. */
  55974. static CreatePolygon(name: string, options: {
  55975. shape: Vector3[];
  55976. holes?: Vector3[][];
  55977. depth?: number;
  55978. faceUV?: Vector4[];
  55979. faceColors?: Color4[];
  55980. updatable?: boolean;
  55981. sideOrientation?: number;
  55982. frontUVs?: Vector4;
  55983. backUVs?: Vector4;
  55984. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  55985. /**
  55986. * Creates an extruded polygon mesh, with depth in the Y direction.
  55987. * * 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)
  55988. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  55989. * @param name defines the name of the mesh
  55990. * @param options defines the options used to create the mesh
  55991. * @param scene defines the hosting scene
  55992. * @param earcutInjection can be used to inject your own earcut reference
  55993. * @returns the polygon mesh
  55994. */
  55995. static ExtrudePolygon(name: string, options: {
  55996. shape: Vector3[];
  55997. holes?: Vector3[][];
  55998. depth?: number;
  55999. faceUV?: Vector4[];
  56000. faceColors?: Color4[];
  56001. updatable?: boolean;
  56002. sideOrientation?: number;
  56003. frontUVs?: Vector4;
  56004. backUVs?: Vector4;
  56005. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56006. }
  56007. }
  56008. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56009. import { Scene } from "babylonjs/scene";
  56010. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56011. import { Mesh } from "babylonjs/Meshes/mesh";
  56012. import { Nullable } from "babylonjs/types";
  56013. /**
  56014. * Class containing static functions to help procedurally build meshes
  56015. */
  56016. export class LatheBuilder {
  56017. /**
  56018. * Creates lathe mesh.
  56019. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56020. * * 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
  56021. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56022. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56023. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56024. * * 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
  56025. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56026. * * 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
  56027. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56028. * * If you create a double-sided mesh, you can choose what parts of 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
  56029. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56031. * @param name defines the name of the mesh
  56032. * @param options defines the options used to create the mesh
  56033. * @param scene defines the hosting scene
  56034. * @returns the lathe mesh
  56035. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56036. */
  56037. static CreateLathe(name: string, options: {
  56038. shape: Vector3[];
  56039. radius?: number;
  56040. tessellation?: number;
  56041. clip?: number;
  56042. arc?: number;
  56043. closed?: boolean;
  56044. updatable?: boolean;
  56045. sideOrientation?: number;
  56046. frontUVs?: Vector4;
  56047. backUVs?: Vector4;
  56048. cap?: number;
  56049. invertUV?: boolean;
  56050. }, scene?: Nullable<Scene>): Mesh;
  56051. }
  56052. }
  56053. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56054. import { Nullable } from "babylonjs/types";
  56055. import { Scene } from "babylonjs/scene";
  56056. import { Vector4 } from "babylonjs/Maths/math.vector";
  56057. import { Mesh } from "babylonjs/Meshes/mesh";
  56058. /**
  56059. * Class containing static functions to help procedurally build meshes
  56060. */
  56061. export class TiledPlaneBuilder {
  56062. /**
  56063. * Creates a tiled plane mesh
  56064. * * The parameter `pattern` will, depending on value, do nothing or
  56065. * * * flip (reflect about central vertical) alternate tiles across and up
  56066. * * * flip every tile on alternate rows
  56067. * * * rotate (180 degs) alternate tiles across and up
  56068. * * * rotate every tile on alternate rows
  56069. * * * flip and rotate alternate tiles across and up
  56070. * * * flip and rotate every tile on alternate rows
  56071. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56072. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56073. * * If you create a double-sided mesh, you can choose what parts of 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
  56074. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56075. * * 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)
  56076. * * 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)
  56077. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56078. * @param name defines the name of the mesh
  56079. * @param options defines the options used to create the mesh
  56080. * @param scene defines the hosting scene
  56081. * @returns the box mesh
  56082. */
  56083. static CreateTiledPlane(name: string, options: {
  56084. pattern?: number;
  56085. tileSize?: number;
  56086. tileWidth?: number;
  56087. tileHeight?: number;
  56088. size?: number;
  56089. width?: number;
  56090. height?: number;
  56091. alignHorizontal?: number;
  56092. alignVertical?: number;
  56093. sideOrientation?: number;
  56094. frontUVs?: Vector4;
  56095. backUVs?: Vector4;
  56096. updatable?: boolean;
  56097. }, scene?: Nullable<Scene>): Mesh;
  56098. }
  56099. }
  56100. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56101. import { Nullable } from "babylonjs/types";
  56102. import { Scene } from "babylonjs/scene";
  56103. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56104. import { Mesh } from "babylonjs/Meshes/mesh";
  56105. /**
  56106. * Class containing static functions to help procedurally build meshes
  56107. */
  56108. export class TubeBuilder {
  56109. /**
  56110. * Creates a tube mesh.
  56111. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56112. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56113. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56114. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56115. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56116. * * 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)
  56117. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56118. * * 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
  56119. * * 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
  56120. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56121. * * If you create a double-sided mesh, you can choose what parts of 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
  56122. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56124. * @param name defines the name of the mesh
  56125. * @param options defines the options used to create the mesh
  56126. * @param scene defines the hosting scene
  56127. * @returns the tube mesh
  56128. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56129. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56130. */
  56131. static CreateTube(name: string, options: {
  56132. path: Vector3[];
  56133. radius?: number;
  56134. tessellation?: number;
  56135. radiusFunction?: {
  56136. (i: number, distance: number): number;
  56137. };
  56138. cap?: number;
  56139. arc?: number;
  56140. updatable?: boolean;
  56141. sideOrientation?: number;
  56142. frontUVs?: Vector4;
  56143. backUVs?: Vector4;
  56144. instance?: Mesh;
  56145. invertUV?: boolean;
  56146. }, scene?: Nullable<Scene>): Mesh;
  56147. }
  56148. }
  56149. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56150. import { Scene } from "babylonjs/scene";
  56151. import { Vector4 } from "babylonjs/Maths/math.vector";
  56152. import { Mesh } from "babylonjs/Meshes/mesh";
  56153. import { Nullable } from "babylonjs/types";
  56154. /**
  56155. * Class containing static functions to help procedurally build meshes
  56156. */
  56157. export class IcoSphereBuilder {
  56158. /**
  56159. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56160. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56161. * * 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`)
  56162. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56163. * * 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
  56164. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56165. * * If you create a double-sided mesh, you can choose what parts of 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
  56166. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56167. * @param name defines the name of the mesh
  56168. * @param options defines the options used to create the mesh
  56169. * @param scene defines the hosting scene
  56170. * @returns the icosahedron mesh
  56171. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56172. */
  56173. static CreateIcoSphere(name: string, options: {
  56174. radius?: number;
  56175. radiusX?: number;
  56176. radiusY?: number;
  56177. radiusZ?: number;
  56178. flat?: boolean;
  56179. subdivisions?: number;
  56180. sideOrientation?: number;
  56181. frontUVs?: Vector4;
  56182. backUVs?: Vector4;
  56183. updatable?: boolean;
  56184. }, scene?: Nullable<Scene>): Mesh;
  56185. }
  56186. }
  56187. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56188. import { Vector3 } from "babylonjs/Maths/math.vector";
  56189. import { Mesh } from "babylonjs/Meshes/mesh";
  56190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56191. /**
  56192. * Class containing static functions to help procedurally build meshes
  56193. */
  56194. export class DecalBuilder {
  56195. /**
  56196. * Creates a decal mesh.
  56197. * 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
  56198. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56199. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56200. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56201. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56202. * @param name defines the name of the mesh
  56203. * @param sourceMesh defines the mesh where the decal must be applied
  56204. * @param options defines the options used to create the mesh
  56205. * @param scene defines the hosting scene
  56206. * @returns the decal mesh
  56207. * @see https://doc.babylonjs.com/how_to/decals
  56208. */
  56209. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56210. position?: Vector3;
  56211. normal?: Vector3;
  56212. size?: Vector3;
  56213. angle?: number;
  56214. }): Mesh;
  56215. }
  56216. }
  56217. declare module "babylonjs/Meshes/meshBuilder" {
  56218. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56219. import { Nullable } from "babylonjs/types";
  56220. import { Scene } from "babylonjs/scene";
  56221. import { Mesh } from "babylonjs/Meshes/mesh";
  56222. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56223. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56224. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56225. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56226. import { Plane } from "babylonjs/Maths/math.plane";
  56227. /**
  56228. * Class containing static functions to help procedurally build meshes
  56229. */
  56230. export class MeshBuilder {
  56231. /**
  56232. * Creates a box mesh
  56233. * * The parameter `size` sets the size (float) of each box side (default 1)
  56234. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56235. * * 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)
  56236. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56237. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56238. * * If you create a double-sided mesh, you can choose what parts of 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
  56239. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56240. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56241. * @param name defines the name of the mesh
  56242. * @param options defines the options used to create the mesh
  56243. * @param scene defines the hosting scene
  56244. * @returns the box mesh
  56245. */
  56246. static CreateBox(name: string, options: {
  56247. size?: number;
  56248. width?: number;
  56249. height?: number;
  56250. depth?: number;
  56251. faceUV?: Vector4[];
  56252. faceColors?: Color4[];
  56253. sideOrientation?: number;
  56254. frontUVs?: Vector4;
  56255. backUVs?: Vector4;
  56256. updatable?: boolean;
  56257. }, scene?: Nullable<Scene>): Mesh;
  56258. /**
  56259. * Creates a tiled box mesh
  56260. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56261. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56262. * @param name defines the name of the mesh
  56263. * @param options defines the options used to create the mesh
  56264. * @param scene defines the hosting scene
  56265. * @returns the tiled box mesh
  56266. */
  56267. static CreateTiledBox(name: string, options: {
  56268. pattern?: number;
  56269. size?: number;
  56270. width?: number;
  56271. height?: number;
  56272. depth: number;
  56273. tileSize?: number;
  56274. tileWidth?: number;
  56275. tileHeight?: number;
  56276. faceUV?: Vector4[];
  56277. faceColors?: Color4[];
  56278. alignHorizontal?: number;
  56279. alignVertical?: number;
  56280. sideOrientation?: number;
  56281. updatable?: boolean;
  56282. }, scene?: Nullable<Scene>): Mesh;
  56283. /**
  56284. * Creates a sphere mesh
  56285. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56286. * * 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`)
  56287. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56288. * * 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
  56289. * * 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)
  56290. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56291. * * If you create a double-sided mesh, you can choose what parts of 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
  56292. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56293. * @param name defines the name of the mesh
  56294. * @param options defines the options used to create the mesh
  56295. * @param scene defines the hosting scene
  56296. * @returns the sphere mesh
  56297. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56298. */
  56299. static CreateSphere(name: string, options: {
  56300. segments?: number;
  56301. diameter?: number;
  56302. diameterX?: number;
  56303. diameterY?: number;
  56304. diameterZ?: number;
  56305. arc?: number;
  56306. slice?: number;
  56307. sideOrientation?: number;
  56308. frontUVs?: Vector4;
  56309. backUVs?: Vector4;
  56310. updatable?: boolean;
  56311. }, scene?: Nullable<Scene>): Mesh;
  56312. /**
  56313. * Creates a plane polygonal mesh. By default, this is a disc
  56314. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56315. * * 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
  56316. * * 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
  56317. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56318. * * If you create a double-sided mesh, you can choose what parts of 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
  56319. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56320. * @param name defines the name of the mesh
  56321. * @param options defines the options used to create the mesh
  56322. * @param scene defines the hosting scene
  56323. * @returns the plane polygonal mesh
  56324. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56325. */
  56326. static CreateDisc(name: string, options: {
  56327. radius?: number;
  56328. tessellation?: number;
  56329. arc?: number;
  56330. updatable?: boolean;
  56331. sideOrientation?: number;
  56332. frontUVs?: Vector4;
  56333. backUVs?: Vector4;
  56334. }, scene?: Nullable<Scene>): Mesh;
  56335. /**
  56336. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56337. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56338. * * 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`)
  56339. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56340. * * 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
  56341. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56342. * * If you create a double-sided mesh, you can choose what parts of 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
  56343. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56344. * @param name defines the name of the mesh
  56345. * @param options defines the options used to create the mesh
  56346. * @param scene defines the hosting scene
  56347. * @returns the icosahedron mesh
  56348. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56349. */
  56350. static CreateIcoSphere(name: string, options: {
  56351. radius?: number;
  56352. radiusX?: number;
  56353. radiusY?: number;
  56354. radiusZ?: number;
  56355. flat?: boolean;
  56356. subdivisions?: number;
  56357. sideOrientation?: number;
  56358. frontUVs?: Vector4;
  56359. backUVs?: Vector4;
  56360. updatable?: boolean;
  56361. }, scene?: Nullable<Scene>): Mesh;
  56362. /**
  56363. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56364. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56365. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56366. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56367. * * 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
  56368. * * 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
  56369. * * 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
  56370. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56371. * * If you create a double-sided mesh, you can choose what parts of 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
  56372. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56373. * * 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
  56374. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56375. * * 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
  56376. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56378. * @param name defines the name of the mesh
  56379. * @param options defines the options used to create the mesh
  56380. * @param scene defines the hosting scene
  56381. * @returns the ribbon mesh
  56382. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56383. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56384. */
  56385. static CreateRibbon(name: string, options: {
  56386. pathArray: Vector3[][];
  56387. closeArray?: boolean;
  56388. closePath?: boolean;
  56389. offset?: number;
  56390. updatable?: boolean;
  56391. sideOrientation?: number;
  56392. frontUVs?: Vector4;
  56393. backUVs?: Vector4;
  56394. instance?: Mesh;
  56395. invertUV?: boolean;
  56396. uvs?: Vector2[];
  56397. colors?: Color4[];
  56398. }, scene?: Nullable<Scene>): Mesh;
  56399. /**
  56400. * Creates a cylinder or a cone mesh
  56401. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56402. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56403. * * 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.
  56404. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56405. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56406. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56407. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56408. * * 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).
  56409. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56410. * * 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).
  56411. * * 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
  56412. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56413. * * 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
  56414. * * 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.
  56415. * * If `enclose` is false, a ring surface is one element.
  56416. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56417. * * 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
  56418. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56419. * * If you create a double-sided mesh, you can choose what parts of 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
  56420. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56421. * @param name defines the name of the mesh
  56422. * @param options defines the options used to create the mesh
  56423. * @param scene defines the hosting scene
  56424. * @returns the cylinder mesh
  56425. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56426. */
  56427. static CreateCylinder(name: string, options: {
  56428. height?: number;
  56429. diameterTop?: number;
  56430. diameterBottom?: number;
  56431. diameter?: number;
  56432. tessellation?: number;
  56433. subdivisions?: number;
  56434. arc?: number;
  56435. faceColors?: Color4[];
  56436. faceUV?: Vector4[];
  56437. updatable?: boolean;
  56438. hasRings?: boolean;
  56439. enclose?: boolean;
  56440. cap?: number;
  56441. sideOrientation?: number;
  56442. frontUVs?: Vector4;
  56443. backUVs?: Vector4;
  56444. }, scene?: Nullable<Scene>): Mesh;
  56445. /**
  56446. * Creates a torus mesh
  56447. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56448. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56449. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56450. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56451. * * If you create a double-sided mesh, you can choose what parts of 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
  56452. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56453. * @param name defines the name of the mesh
  56454. * @param options defines the options used to create the mesh
  56455. * @param scene defines the hosting scene
  56456. * @returns the torus mesh
  56457. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56458. */
  56459. static CreateTorus(name: string, options: {
  56460. diameter?: number;
  56461. thickness?: number;
  56462. tessellation?: number;
  56463. updatable?: boolean;
  56464. sideOrientation?: number;
  56465. frontUVs?: Vector4;
  56466. backUVs?: Vector4;
  56467. }, scene?: Nullable<Scene>): Mesh;
  56468. /**
  56469. * Creates a torus knot mesh
  56470. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56471. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56472. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56473. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56474. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56475. * * If you create a double-sided mesh, you can choose what parts of 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
  56476. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56477. * @param name defines the name of the mesh
  56478. * @param options defines the options used to create the mesh
  56479. * @param scene defines the hosting scene
  56480. * @returns the torus knot mesh
  56481. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56482. */
  56483. static CreateTorusKnot(name: string, options: {
  56484. radius?: number;
  56485. tube?: number;
  56486. radialSegments?: number;
  56487. tubularSegments?: number;
  56488. p?: number;
  56489. q?: number;
  56490. updatable?: boolean;
  56491. sideOrientation?: number;
  56492. frontUVs?: Vector4;
  56493. backUVs?: Vector4;
  56494. }, scene?: Nullable<Scene>): Mesh;
  56495. /**
  56496. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56497. * * 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
  56498. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56499. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56500. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56501. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56502. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56503. * * 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
  56504. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56505. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56506. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56507. * @param name defines the name of the new line system
  56508. * @param options defines the options used to create the line system
  56509. * @param scene defines the hosting scene
  56510. * @returns a new line system mesh
  56511. */
  56512. static CreateLineSystem(name: string, options: {
  56513. lines: Vector3[][];
  56514. updatable?: boolean;
  56515. instance?: Nullable<LinesMesh>;
  56516. colors?: Nullable<Color4[][]>;
  56517. useVertexAlpha?: boolean;
  56518. }, scene: Nullable<Scene>): LinesMesh;
  56519. /**
  56520. * Creates a line mesh
  56521. * 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
  56522. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56523. * * The parameter `points` is an array successive Vector3
  56524. * * 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
  56525. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56526. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56527. * * When updating an instance, remember that only point positions can change, not the number of points
  56528. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56529. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56530. * @param name defines the name of the new line system
  56531. * @param options defines the options used to create the line system
  56532. * @param scene defines the hosting scene
  56533. * @returns a new line mesh
  56534. */
  56535. static CreateLines(name: string, options: {
  56536. points: Vector3[];
  56537. updatable?: boolean;
  56538. instance?: Nullable<LinesMesh>;
  56539. colors?: Color4[];
  56540. useVertexAlpha?: boolean;
  56541. }, scene?: Nullable<Scene>): LinesMesh;
  56542. /**
  56543. * Creates a dashed line mesh
  56544. * * 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
  56545. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56546. * * The parameter `points` is an array successive Vector3
  56547. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56548. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56549. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56550. * * 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
  56551. * * When updating an instance, remember that only point positions can change, not the number of points
  56552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56553. * @param name defines the name of the mesh
  56554. * @param options defines the options used to create the mesh
  56555. * @param scene defines the hosting scene
  56556. * @returns the dashed line mesh
  56557. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56558. */
  56559. static CreateDashedLines(name: string, options: {
  56560. points: Vector3[];
  56561. dashSize?: number;
  56562. gapSize?: number;
  56563. dashNb?: number;
  56564. updatable?: boolean;
  56565. instance?: LinesMesh;
  56566. }, scene?: Nullable<Scene>): LinesMesh;
  56567. /**
  56568. * 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.
  56569. * * 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.
  56570. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56571. * * 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.
  56572. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56573. * * 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
  56574. * * 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
  56575. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56576. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56577. * * If you create a double-sided mesh, you can choose what parts of 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
  56578. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56579. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56580. * @param name defines the name of the mesh
  56581. * @param options defines the options used to create the mesh
  56582. * @param scene defines the hosting scene
  56583. * @returns the extruded shape mesh
  56584. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56585. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56586. */
  56587. static ExtrudeShape(name: string, options: {
  56588. shape: Vector3[];
  56589. path: Vector3[];
  56590. scale?: number;
  56591. rotation?: number;
  56592. cap?: number;
  56593. updatable?: boolean;
  56594. sideOrientation?: number;
  56595. frontUVs?: Vector4;
  56596. backUVs?: Vector4;
  56597. instance?: Mesh;
  56598. invertUV?: boolean;
  56599. }, scene?: Nullable<Scene>): Mesh;
  56600. /**
  56601. * Creates an custom extruded shape mesh.
  56602. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56603. * * 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.
  56604. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56605. * * 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
  56606. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56607. * * 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
  56608. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56609. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56610. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56611. * * 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
  56612. * * 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
  56613. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56614. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56615. * * If you create a double-sided mesh, you can choose what parts of 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
  56616. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56617. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56618. * @param name defines the name of the mesh
  56619. * @param options defines the options used to create the mesh
  56620. * @param scene defines the hosting scene
  56621. * @returns the custom extruded shape mesh
  56622. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56623. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56624. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56625. */
  56626. static ExtrudeShapeCustom(name: string, options: {
  56627. shape: Vector3[];
  56628. path: Vector3[];
  56629. scaleFunction?: any;
  56630. rotationFunction?: any;
  56631. ribbonCloseArray?: boolean;
  56632. ribbonClosePath?: boolean;
  56633. cap?: number;
  56634. updatable?: boolean;
  56635. sideOrientation?: number;
  56636. frontUVs?: Vector4;
  56637. backUVs?: Vector4;
  56638. instance?: Mesh;
  56639. invertUV?: boolean;
  56640. }, scene?: Nullable<Scene>): Mesh;
  56641. /**
  56642. * Creates lathe mesh.
  56643. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56644. * * 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
  56645. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56646. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56647. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56648. * * 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
  56649. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56650. * * 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
  56651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56652. * * If you create a double-sided mesh, you can choose what parts of 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
  56653. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56654. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56655. * @param name defines the name of the mesh
  56656. * @param options defines the options used to create the mesh
  56657. * @param scene defines the hosting scene
  56658. * @returns the lathe mesh
  56659. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56660. */
  56661. static CreateLathe(name: string, options: {
  56662. shape: Vector3[];
  56663. radius?: number;
  56664. tessellation?: number;
  56665. clip?: number;
  56666. arc?: number;
  56667. closed?: boolean;
  56668. updatable?: boolean;
  56669. sideOrientation?: number;
  56670. frontUVs?: Vector4;
  56671. backUVs?: Vector4;
  56672. cap?: number;
  56673. invertUV?: boolean;
  56674. }, scene?: Nullable<Scene>): Mesh;
  56675. /**
  56676. * Creates a tiled plane mesh
  56677. * * You can set a limited pattern arrangement with the tiles
  56678. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56679. * * If you create a double-sided mesh, you can choose what parts of 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
  56680. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56681. * @param name defines the name of the mesh
  56682. * @param options defines the options used to create the mesh
  56683. * @param scene defines the hosting scene
  56684. * @returns the plane mesh
  56685. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56686. */
  56687. static CreateTiledPlane(name: string, options: {
  56688. pattern?: number;
  56689. tileSize?: number;
  56690. tileWidth?: number;
  56691. tileHeight?: number;
  56692. size?: number;
  56693. width?: number;
  56694. height?: number;
  56695. alignHorizontal?: number;
  56696. alignVertical?: number;
  56697. sideOrientation?: number;
  56698. frontUVs?: Vector4;
  56699. backUVs?: Vector4;
  56700. updatable?: boolean;
  56701. }, scene?: Nullable<Scene>): Mesh;
  56702. /**
  56703. * Creates a plane mesh
  56704. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  56705. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  56706. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  56707. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56708. * * If you create a double-sided mesh, you can choose what parts of 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
  56709. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56710. * @param name defines the name of the mesh
  56711. * @param options defines the options used to create the mesh
  56712. * @param scene defines the hosting scene
  56713. * @returns the plane mesh
  56714. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56715. */
  56716. static CreatePlane(name: string, options: {
  56717. size?: number;
  56718. width?: number;
  56719. height?: number;
  56720. sideOrientation?: number;
  56721. frontUVs?: Vector4;
  56722. backUVs?: Vector4;
  56723. updatable?: boolean;
  56724. sourcePlane?: Plane;
  56725. }, scene?: Nullable<Scene>): Mesh;
  56726. /**
  56727. * Creates a ground mesh
  56728. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  56729. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  56730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56731. * @param name defines the name of the mesh
  56732. * @param options defines the options used to create the mesh
  56733. * @param scene defines the hosting scene
  56734. * @returns the ground mesh
  56735. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  56736. */
  56737. static CreateGround(name: string, options: {
  56738. width?: number;
  56739. height?: number;
  56740. subdivisions?: number;
  56741. subdivisionsX?: number;
  56742. subdivisionsY?: number;
  56743. updatable?: boolean;
  56744. }, scene?: Nullable<Scene>): Mesh;
  56745. /**
  56746. * Creates a tiled ground mesh
  56747. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  56748. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  56749. * * 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
  56750. * * 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
  56751. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56752. * @param name defines the name of the mesh
  56753. * @param options defines the options used to create the mesh
  56754. * @param scene defines the hosting scene
  56755. * @returns the tiled ground mesh
  56756. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  56757. */
  56758. static CreateTiledGround(name: string, options: {
  56759. xmin: number;
  56760. zmin: number;
  56761. xmax: number;
  56762. zmax: number;
  56763. subdivisions?: {
  56764. w: number;
  56765. h: number;
  56766. };
  56767. precision?: {
  56768. w: number;
  56769. h: number;
  56770. };
  56771. updatable?: boolean;
  56772. }, scene?: Nullable<Scene>): Mesh;
  56773. /**
  56774. * Creates a ground mesh from a height map
  56775. * * The parameter `url` sets the URL of the height map image resource.
  56776. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  56777. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  56778. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  56779. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  56780. * * 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.
  56781. * * 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).
  56782. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  56783. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56784. * @param name defines the name of the mesh
  56785. * @param url defines the url to the height map
  56786. * @param options defines the options used to create the mesh
  56787. * @param scene defines the hosting scene
  56788. * @returns the ground mesh
  56789. * @see https://doc.babylonjs.com/babylon101/height_map
  56790. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  56791. */
  56792. static CreateGroundFromHeightMap(name: string, url: string, options: {
  56793. width?: number;
  56794. height?: number;
  56795. subdivisions?: number;
  56796. minHeight?: number;
  56797. maxHeight?: number;
  56798. colorFilter?: Color3;
  56799. alphaFilter?: number;
  56800. updatable?: boolean;
  56801. onReady?: (mesh: GroundMesh) => void;
  56802. }, scene?: Nullable<Scene>): GroundMesh;
  56803. /**
  56804. * Creates a polygon mesh
  56805. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56806. * * 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
  56807. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56809. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56810. * * Remember you can only change the shape positions, not their number when updating a polygon
  56811. * @param name defines the name of the mesh
  56812. * @param options defines the options used to create the mesh
  56813. * @param scene defines the hosting scene
  56814. * @param earcutInjection can be used to inject your own earcut reference
  56815. * @returns the polygon mesh
  56816. */
  56817. static CreatePolygon(name: string, options: {
  56818. shape: Vector3[];
  56819. holes?: Vector3[][];
  56820. depth?: number;
  56821. faceUV?: Vector4[];
  56822. faceColors?: Color4[];
  56823. updatable?: boolean;
  56824. sideOrientation?: number;
  56825. frontUVs?: Vector4;
  56826. backUVs?: Vector4;
  56827. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56828. /**
  56829. * Creates an extruded polygon mesh, with depth in the Y direction.
  56830. * * 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)
  56831. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56832. * @param name defines the name of the mesh
  56833. * @param options defines the options used to create the mesh
  56834. * @param scene defines the hosting scene
  56835. * @param earcutInjection can be used to inject your own earcut reference
  56836. * @returns the polygon mesh
  56837. */
  56838. static ExtrudePolygon(name: string, options: {
  56839. shape: Vector3[];
  56840. holes?: Vector3[][];
  56841. depth?: number;
  56842. faceUV?: Vector4[];
  56843. faceColors?: Color4[];
  56844. updatable?: boolean;
  56845. sideOrientation?: number;
  56846. frontUVs?: Vector4;
  56847. backUVs?: Vector4;
  56848. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56849. /**
  56850. * Creates a tube mesh.
  56851. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56852. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56853. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56854. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56855. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56856. * * 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)
  56857. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56858. * * 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
  56859. * * 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
  56860. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56861. * * If you create a double-sided mesh, you can choose what parts of 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
  56862. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56863. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56864. * @param name defines the name of the mesh
  56865. * @param options defines the options used to create the mesh
  56866. * @param scene defines the hosting scene
  56867. * @returns the tube mesh
  56868. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56869. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56870. */
  56871. static CreateTube(name: string, options: {
  56872. path: Vector3[];
  56873. radius?: number;
  56874. tessellation?: number;
  56875. radiusFunction?: {
  56876. (i: number, distance: number): number;
  56877. };
  56878. cap?: number;
  56879. arc?: number;
  56880. updatable?: boolean;
  56881. sideOrientation?: number;
  56882. frontUVs?: Vector4;
  56883. backUVs?: Vector4;
  56884. instance?: Mesh;
  56885. invertUV?: boolean;
  56886. }, scene?: Nullable<Scene>): Mesh;
  56887. /**
  56888. * Creates a polyhedron mesh
  56889. * * 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
  56890. * * The parameter `size` (positive float, default 1) sets the polygon size
  56891. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  56892. * * 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`
  56893. * * 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
  56894. * * 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)`)
  56895. * * 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
  56896. * * 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
  56897. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56898. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56899. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56900. * @param name defines the name of the mesh
  56901. * @param options defines the options used to create the mesh
  56902. * @param scene defines the hosting scene
  56903. * @returns the polyhedron mesh
  56904. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  56905. */
  56906. static CreatePolyhedron(name: string, options: {
  56907. type?: number;
  56908. size?: number;
  56909. sizeX?: number;
  56910. sizeY?: number;
  56911. sizeZ?: number;
  56912. custom?: any;
  56913. faceUV?: Vector4[];
  56914. faceColors?: Color4[];
  56915. flat?: boolean;
  56916. updatable?: boolean;
  56917. sideOrientation?: number;
  56918. frontUVs?: Vector4;
  56919. backUVs?: Vector4;
  56920. }, scene?: Nullable<Scene>): Mesh;
  56921. /**
  56922. * Creates a decal mesh.
  56923. * 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
  56924. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56925. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56926. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56927. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56928. * @param name defines the name of the mesh
  56929. * @param sourceMesh defines the mesh where the decal must be applied
  56930. * @param options defines the options used to create the mesh
  56931. * @param scene defines the hosting scene
  56932. * @returns the decal mesh
  56933. * @see https://doc.babylonjs.com/how_to/decals
  56934. */
  56935. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56936. position?: Vector3;
  56937. normal?: Vector3;
  56938. size?: Vector3;
  56939. angle?: number;
  56940. }): Mesh;
  56941. }
  56942. }
  56943. declare module "babylonjs/Meshes/meshSimplification" {
  56944. import { Mesh } from "babylonjs/Meshes/mesh";
  56945. /**
  56946. * A simplifier interface for future simplification implementations
  56947. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  56948. */
  56949. export interface ISimplifier {
  56950. /**
  56951. * Simplification of a given mesh according to the given settings.
  56952. * Since this requires computation, it is assumed that the function runs async.
  56953. * @param settings The settings of the simplification, including quality and distance
  56954. * @param successCallback A callback that will be called after the mesh was simplified.
  56955. * @param errorCallback in case of an error, this callback will be called. optional.
  56956. */
  56957. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  56958. }
  56959. /**
  56960. * Expected simplification settings.
  56961. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  56962. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  56963. */
  56964. export interface ISimplificationSettings {
  56965. /**
  56966. * Gets or sets the expected quality
  56967. */
  56968. quality: number;
  56969. /**
  56970. * Gets or sets the distance when this optimized version should be used
  56971. */
  56972. distance: number;
  56973. /**
  56974. * Gets an already optimized mesh
  56975. */
  56976. optimizeMesh?: boolean;
  56977. }
  56978. /**
  56979. * Class used to specify simplification options
  56980. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  56981. */
  56982. export class SimplificationSettings implements ISimplificationSettings {
  56983. /** expected quality */
  56984. quality: number;
  56985. /** distance when this optimized version should be used */
  56986. distance: number;
  56987. /** already optimized mesh */
  56988. optimizeMesh?: boolean | undefined;
  56989. /**
  56990. * Creates a SimplificationSettings
  56991. * @param quality expected quality
  56992. * @param distance distance when this optimized version should be used
  56993. * @param optimizeMesh already optimized mesh
  56994. */
  56995. constructor(
  56996. /** expected quality */
  56997. quality: number,
  56998. /** distance when this optimized version should be used */
  56999. distance: number,
  57000. /** already optimized mesh */
  57001. optimizeMesh?: boolean | undefined);
  57002. }
  57003. /**
  57004. * Interface used to define a simplification task
  57005. */
  57006. export interface ISimplificationTask {
  57007. /**
  57008. * Array of settings
  57009. */
  57010. settings: Array<ISimplificationSettings>;
  57011. /**
  57012. * Simplification type
  57013. */
  57014. simplificationType: SimplificationType;
  57015. /**
  57016. * Mesh to simplify
  57017. */
  57018. mesh: Mesh;
  57019. /**
  57020. * Callback called on success
  57021. */
  57022. successCallback?: () => void;
  57023. /**
  57024. * Defines if parallel processing can be used
  57025. */
  57026. parallelProcessing: boolean;
  57027. }
  57028. /**
  57029. * Queue used to order the simplification tasks
  57030. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57031. */
  57032. export class SimplificationQueue {
  57033. private _simplificationArray;
  57034. /**
  57035. * Gets a boolean indicating that the process is still running
  57036. */
  57037. running: boolean;
  57038. /**
  57039. * Creates a new queue
  57040. */
  57041. constructor();
  57042. /**
  57043. * Adds a new simplification task
  57044. * @param task defines a task to add
  57045. */
  57046. addTask(task: ISimplificationTask): void;
  57047. /**
  57048. * Execute next task
  57049. */
  57050. executeNext(): void;
  57051. /**
  57052. * Execute a simplification task
  57053. * @param task defines the task to run
  57054. */
  57055. runSimplification(task: ISimplificationTask): void;
  57056. private getSimplifier;
  57057. }
  57058. /**
  57059. * The implemented types of simplification
  57060. * At the moment only Quadratic Error Decimation is implemented
  57061. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57062. */
  57063. export enum SimplificationType {
  57064. /** Quadratic error decimation */
  57065. QUADRATIC = 0
  57066. }
  57067. }
  57068. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57069. import { Scene } from "babylonjs/scene";
  57070. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57071. import { ISceneComponent } from "babylonjs/sceneComponent";
  57072. module "babylonjs/scene" {
  57073. interface Scene {
  57074. /** @hidden (Backing field) */
  57075. _simplificationQueue: SimplificationQueue;
  57076. /**
  57077. * Gets or sets the simplification queue attached to the scene
  57078. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57079. */
  57080. simplificationQueue: SimplificationQueue;
  57081. }
  57082. }
  57083. module "babylonjs/Meshes/mesh" {
  57084. interface Mesh {
  57085. /**
  57086. * Simplify the mesh according to the given array of settings.
  57087. * Function will return immediately and will simplify async
  57088. * @param settings a collection of simplification settings
  57089. * @param parallelProcessing should all levels calculate parallel or one after the other
  57090. * @param simplificationType the type of simplification to run
  57091. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57092. * @returns the current mesh
  57093. */
  57094. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57095. }
  57096. }
  57097. /**
  57098. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57099. * created in a scene
  57100. */
  57101. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57102. /**
  57103. * The component name helpfull to identify the component in the list of scene components.
  57104. */
  57105. readonly name: string;
  57106. /**
  57107. * The scene the component belongs to.
  57108. */
  57109. scene: Scene;
  57110. /**
  57111. * Creates a new instance of the component for the given scene
  57112. * @param scene Defines the scene to register the component in
  57113. */
  57114. constructor(scene: Scene);
  57115. /**
  57116. * Registers the component in a given scene
  57117. */
  57118. register(): void;
  57119. /**
  57120. * Rebuilds the elements related to this component in case of
  57121. * context lost for instance.
  57122. */
  57123. rebuild(): void;
  57124. /**
  57125. * Disposes the component and the associated ressources
  57126. */
  57127. dispose(): void;
  57128. private _beforeCameraUpdate;
  57129. }
  57130. }
  57131. declare module "babylonjs/Meshes/Builders/index" {
  57132. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57133. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57134. export * from "babylonjs/Meshes/Builders/discBuilder";
  57135. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57136. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57137. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57138. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57139. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57140. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57141. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57142. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57143. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57144. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57145. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57146. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57147. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57148. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57149. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57150. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57151. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57152. }
  57153. declare module "babylonjs/Meshes/index" {
  57154. export * from "babylonjs/Meshes/abstractMesh";
  57155. export * from "babylonjs/Meshes/buffer";
  57156. export * from "babylonjs/Meshes/Compression/index";
  57157. export * from "babylonjs/Meshes/csg";
  57158. export * from "babylonjs/Meshes/geometry";
  57159. export * from "babylonjs/Meshes/groundMesh";
  57160. export * from "babylonjs/Meshes/trailMesh";
  57161. export * from "babylonjs/Meshes/instancedMesh";
  57162. export * from "babylonjs/Meshes/linesMesh";
  57163. export * from "babylonjs/Meshes/mesh";
  57164. export * from "babylonjs/Meshes/mesh.vertexData";
  57165. export * from "babylonjs/Meshes/meshBuilder";
  57166. export * from "babylonjs/Meshes/meshSimplification";
  57167. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57168. export * from "babylonjs/Meshes/polygonMesh";
  57169. export * from "babylonjs/Meshes/subMesh";
  57170. export * from "babylonjs/Meshes/meshLODLevel";
  57171. export * from "babylonjs/Meshes/transformNode";
  57172. export * from "babylonjs/Meshes/Builders/index";
  57173. export * from "babylonjs/Meshes/dataBuffer";
  57174. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57175. }
  57176. declare module "babylonjs/Morph/index" {
  57177. export * from "babylonjs/Morph/morphTarget";
  57178. export * from "babylonjs/Morph/morphTargetManager";
  57179. }
  57180. declare module "babylonjs/Offline/database" {
  57181. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57182. /**
  57183. * Class used to enable access to IndexedDB
  57184. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57185. */
  57186. export class Database implements IOfflineProvider {
  57187. private _callbackManifestChecked;
  57188. private _currentSceneUrl;
  57189. private _db;
  57190. private _enableSceneOffline;
  57191. private _enableTexturesOffline;
  57192. private _manifestVersionFound;
  57193. private _mustUpdateRessources;
  57194. private _hasReachedQuota;
  57195. private _isSupported;
  57196. private _idbFactory;
  57197. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57198. private static IsUASupportingBlobStorage;
  57199. /**
  57200. * Gets a boolean indicating if Database storate is enabled (off by default)
  57201. */
  57202. static IDBStorageEnabled: boolean;
  57203. /**
  57204. * Gets a boolean indicating if scene must be saved in the database
  57205. */
  57206. readonly enableSceneOffline: boolean;
  57207. /**
  57208. * Gets a boolean indicating if textures must be saved in the database
  57209. */
  57210. readonly enableTexturesOffline: boolean;
  57211. /**
  57212. * Creates a new Database
  57213. * @param urlToScene defines the url to load the scene
  57214. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57215. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57216. */
  57217. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57218. private static _ParseURL;
  57219. private static _ReturnFullUrlLocation;
  57220. private _checkManifestFile;
  57221. /**
  57222. * Open the database and make it available
  57223. * @param successCallback defines the callback to call on success
  57224. * @param errorCallback defines the callback to call on error
  57225. */
  57226. open(successCallback: () => void, errorCallback: () => void): void;
  57227. /**
  57228. * Loads an image from the database
  57229. * @param url defines the url to load from
  57230. * @param image defines the target DOM image
  57231. */
  57232. loadImage(url: string, image: HTMLImageElement): void;
  57233. private _loadImageFromDBAsync;
  57234. private _saveImageIntoDBAsync;
  57235. private _checkVersionFromDB;
  57236. private _loadVersionFromDBAsync;
  57237. private _saveVersionIntoDBAsync;
  57238. /**
  57239. * Loads a file from database
  57240. * @param url defines the URL to load from
  57241. * @param sceneLoaded defines a callback to call on success
  57242. * @param progressCallBack defines a callback to call when progress changed
  57243. * @param errorCallback defines a callback to call on error
  57244. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57245. */
  57246. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57247. private _loadFileAsync;
  57248. private _saveFileAsync;
  57249. /**
  57250. * Validates if xhr data is correct
  57251. * @param xhr defines the request to validate
  57252. * @param dataType defines the expected data type
  57253. * @returns true if data is correct
  57254. */
  57255. private static _ValidateXHRData;
  57256. }
  57257. }
  57258. declare module "babylonjs/Offline/index" {
  57259. export * from "babylonjs/Offline/database";
  57260. export * from "babylonjs/Offline/IOfflineProvider";
  57261. }
  57262. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57263. /** @hidden */
  57264. export var gpuUpdateParticlesPixelShader: {
  57265. name: string;
  57266. shader: string;
  57267. };
  57268. }
  57269. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57270. /** @hidden */
  57271. export var gpuUpdateParticlesVertexShader: {
  57272. name: string;
  57273. shader: string;
  57274. };
  57275. }
  57276. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57277. /** @hidden */
  57278. export var clipPlaneFragmentDeclaration2: {
  57279. name: string;
  57280. shader: string;
  57281. };
  57282. }
  57283. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57284. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57285. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57286. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57287. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57288. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57289. /** @hidden */
  57290. export var gpuRenderParticlesPixelShader: {
  57291. name: string;
  57292. shader: string;
  57293. };
  57294. }
  57295. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57296. /** @hidden */
  57297. export var clipPlaneVertexDeclaration2: {
  57298. name: string;
  57299. shader: string;
  57300. };
  57301. }
  57302. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57303. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57304. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57305. /** @hidden */
  57306. export var gpuRenderParticlesVertexShader: {
  57307. name: string;
  57308. shader: string;
  57309. };
  57310. }
  57311. declare module "babylonjs/Particles/gpuParticleSystem" {
  57312. import { Nullable } from "babylonjs/types";
  57313. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57314. import { Observable } from "babylonjs/Misc/observable";
  57315. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57316. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57317. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  57318. import { Scene, IDisposable } from "babylonjs/scene";
  57319. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  57320. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  57321. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  57322. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  57323. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  57324. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  57325. /**
  57326. * This represents a GPU particle system in Babylon
  57327. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57328. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57329. */
  57330. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  57331. /**
  57332. * The layer mask we are rendering the particles through.
  57333. */
  57334. layerMask: number;
  57335. private _capacity;
  57336. private _activeCount;
  57337. private _currentActiveCount;
  57338. private _accumulatedCount;
  57339. private _renderEffect;
  57340. private _updateEffect;
  57341. private _buffer0;
  57342. private _buffer1;
  57343. private _spriteBuffer;
  57344. private _updateVAO;
  57345. private _renderVAO;
  57346. private _targetIndex;
  57347. private _sourceBuffer;
  57348. private _targetBuffer;
  57349. private _engine;
  57350. private _currentRenderId;
  57351. private _started;
  57352. private _stopped;
  57353. private _timeDelta;
  57354. private _randomTexture;
  57355. private _randomTexture2;
  57356. private _attributesStrideSize;
  57357. private _updateEffectOptions;
  57358. private _randomTextureSize;
  57359. private _actualFrame;
  57360. private readonly _rawTextureWidth;
  57361. /**
  57362. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  57363. */
  57364. static readonly IsSupported: boolean;
  57365. /**
  57366. * An event triggered when the system is disposed.
  57367. */
  57368. onDisposeObservable: Observable<GPUParticleSystem>;
  57369. /**
  57370. * Gets the maximum number of particles active at the same time.
  57371. * @returns The max number of active particles.
  57372. */
  57373. getCapacity(): number;
  57374. /**
  57375. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  57376. * to override the particles.
  57377. */
  57378. forceDepthWrite: boolean;
  57379. /**
  57380. * Gets or set the number of active particles
  57381. */
  57382. activeParticleCount: number;
  57383. private _preWarmDone;
  57384. /**
  57385. * Is this system ready to be used/rendered
  57386. * @return true if the system is ready
  57387. */
  57388. isReady(): boolean;
  57389. /**
  57390. * Gets if the system has been started. (Note: this will still be true after stop is called)
  57391. * @returns True if it has been started, otherwise false.
  57392. */
  57393. isStarted(): boolean;
  57394. /**
  57395. * Starts the particle system and begins to emit
  57396. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  57397. */
  57398. start(delay?: number): void;
  57399. /**
  57400. * Stops the particle system.
  57401. */
  57402. stop(): void;
  57403. /**
  57404. * Remove all active particles
  57405. */
  57406. reset(): void;
  57407. /**
  57408. * Returns the string "GPUParticleSystem"
  57409. * @returns a string containing the class name
  57410. */
  57411. getClassName(): string;
  57412. private _colorGradientsTexture;
  57413. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  57414. /**
  57415. * Adds a new color gradient
  57416. * @param gradient defines the gradient to use (between 0 and 1)
  57417. * @param color1 defines the color to affect to the specified gradient
  57418. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  57419. * @returns the current particle system
  57420. */
  57421. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  57422. /**
  57423. * Remove a specific color gradient
  57424. * @param gradient defines the gradient to remove
  57425. * @returns the current particle system
  57426. */
  57427. removeColorGradient(gradient: number): GPUParticleSystem;
  57428. private _angularSpeedGradientsTexture;
  57429. private _sizeGradientsTexture;
  57430. private _velocityGradientsTexture;
  57431. private _limitVelocityGradientsTexture;
  57432. private _dragGradientsTexture;
  57433. private _addFactorGradient;
  57434. /**
  57435. * Adds a new size gradient
  57436. * @param gradient defines the gradient to use (between 0 and 1)
  57437. * @param factor defines the size factor to affect to the specified gradient
  57438. * @returns the current particle system
  57439. */
  57440. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  57441. /**
  57442. * Remove a specific size gradient
  57443. * @param gradient defines the gradient to remove
  57444. * @returns the current particle system
  57445. */
  57446. removeSizeGradient(gradient: number): GPUParticleSystem;
  57447. /**
  57448. * Adds a new angular speed gradient
  57449. * @param gradient defines the gradient to use (between 0 and 1)
  57450. * @param factor defines the angular speed to affect to the specified gradient
  57451. * @returns the current particle system
  57452. */
  57453. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  57454. /**
  57455. * Remove a specific angular speed gradient
  57456. * @param gradient defines the gradient to remove
  57457. * @returns the current particle system
  57458. */
  57459. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  57460. /**
  57461. * Adds a new velocity gradient
  57462. * @param gradient defines the gradient to use (between 0 and 1)
  57463. * @param factor defines the velocity to affect to the specified gradient
  57464. * @returns the current particle system
  57465. */
  57466. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57467. /**
  57468. * Remove a specific velocity gradient
  57469. * @param gradient defines the gradient to remove
  57470. * @returns the current particle system
  57471. */
  57472. removeVelocityGradient(gradient: number): GPUParticleSystem;
  57473. /**
  57474. * Adds a new limit velocity gradient
  57475. * @param gradient defines the gradient to use (between 0 and 1)
  57476. * @param factor defines the limit velocity value to affect to the specified gradient
  57477. * @returns the current particle system
  57478. */
  57479. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57480. /**
  57481. * Remove a specific limit velocity gradient
  57482. * @param gradient defines the gradient to remove
  57483. * @returns the current particle system
  57484. */
  57485. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  57486. /**
  57487. * Adds a new drag gradient
  57488. * @param gradient defines the gradient to use (between 0 and 1)
  57489. * @param factor defines the drag value to affect to the specified gradient
  57490. * @returns the current particle system
  57491. */
  57492. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  57493. /**
  57494. * Remove a specific drag gradient
  57495. * @param gradient defines the gradient to remove
  57496. * @returns the current particle system
  57497. */
  57498. removeDragGradient(gradient: number): GPUParticleSystem;
  57499. /**
  57500. * Not supported by GPUParticleSystem
  57501. * @param gradient defines the gradient to use (between 0 and 1)
  57502. * @param factor defines the emit rate value to affect to the specified gradient
  57503. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57504. * @returns the current particle system
  57505. */
  57506. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57507. /**
  57508. * Not supported by GPUParticleSystem
  57509. * @param gradient defines the gradient to remove
  57510. * @returns the current particle system
  57511. */
  57512. removeEmitRateGradient(gradient: number): IParticleSystem;
  57513. /**
  57514. * Not supported by GPUParticleSystem
  57515. * @param gradient defines the gradient to use (between 0 and 1)
  57516. * @param factor defines the start size value to affect to the specified gradient
  57517. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57518. * @returns the current particle system
  57519. */
  57520. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57521. /**
  57522. * Not supported by GPUParticleSystem
  57523. * @param gradient defines the gradient to remove
  57524. * @returns the current particle system
  57525. */
  57526. removeStartSizeGradient(gradient: number): IParticleSystem;
  57527. /**
  57528. * Not supported by GPUParticleSystem
  57529. * @param gradient defines the gradient to use (between 0 and 1)
  57530. * @param min defines the color remap minimal range
  57531. * @param max defines the color remap maximal range
  57532. * @returns the current particle system
  57533. */
  57534. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57535. /**
  57536. * Not supported by GPUParticleSystem
  57537. * @param gradient defines the gradient to remove
  57538. * @returns the current particle system
  57539. */
  57540. removeColorRemapGradient(): IParticleSystem;
  57541. /**
  57542. * Not supported by GPUParticleSystem
  57543. * @param gradient defines the gradient to use (between 0 and 1)
  57544. * @param min defines the alpha remap minimal range
  57545. * @param max defines the alpha remap maximal range
  57546. * @returns the current particle system
  57547. */
  57548. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57549. /**
  57550. * Not supported by GPUParticleSystem
  57551. * @param gradient defines the gradient to remove
  57552. * @returns the current particle system
  57553. */
  57554. removeAlphaRemapGradient(): IParticleSystem;
  57555. /**
  57556. * Not supported by GPUParticleSystem
  57557. * @param gradient defines the gradient to use (between 0 and 1)
  57558. * @param color defines the color to affect to the specified gradient
  57559. * @returns the current particle system
  57560. */
  57561. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  57562. /**
  57563. * Not supported by GPUParticleSystem
  57564. * @param gradient defines the gradient to remove
  57565. * @returns the current particle system
  57566. */
  57567. removeRampGradient(): IParticleSystem;
  57568. /**
  57569. * Not supported by GPUParticleSystem
  57570. * @returns the list of ramp gradients
  57571. */
  57572. getRampGradients(): Nullable<Array<Color3Gradient>>;
  57573. /**
  57574. * Not supported by GPUParticleSystem
  57575. * Gets or sets a boolean indicating that ramp gradients must be used
  57576. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  57577. */
  57578. useRampGradients: boolean;
  57579. /**
  57580. * Not supported by GPUParticleSystem
  57581. * @param gradient defines the gradient to use (between 0 and 1)
  57582. * @param factor defines the life time factor to affect to the specified gradient
  57583. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57584. * @returns the current particle system
  57585. */
  57586. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57587. /**
  57588. * Not supported by GPUParticleSystem
  57589. * @param gradient defines the gradient to remove
  57590. * @returns the current particle system
  57591. */
  57592. removeLifeTimeGradient(gradient: number): IParticleSystem;
  57593. /**
  57594. * Instantiates a GPU particle system.
  57595. * 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.
  57596. * @param name The name of the particle system
  57597. * @param options The options used to create the system
  57598. * @param scene The scene the particle system belongs to
  57599. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  57600. */
  57601. constructor(name: string, options: Partial<{
  57602. capacity: number;
  57603. randomTextureSize: number;
  57604. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  57605. protected _reset(): void;
  57606. private _createUpdateVAO;
  57607. private _createRenderVAO;
  57608. private _initialize;
  57609. /** @hidden */
  57610. _recreateUpdateEffect(): void;
  57611. /** @hidden */
  57612. _recreateRenderEffect(): void;
  57613. /**
  57614. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  57615. * @param preWarm defines if we are in the pre-warmimg phase
  57616. */
  57617. animate(preWarm?: boolean): void;
  57618. private _createFactorGradientTexture;
  57619. private _createSizeGradientTexture;
  57620. private _createAngularSpeedGradientTexture;
  57621. private _createVelocityGradientTexture;
  57622. private _createLimitVelocityGradientTexture;
  57623. private _createDragGradientTexture;
  57624. private _createColorGradientTexture;
  57625. /**
  57626. * Renders the particle system in its current state
  57627. * @param preWarm defines if the system should only update the particles but not render them
  57628. * @returns the current number of particles
  57629. */
  57630. render(preWarm?: boolean): number;
  57631. /**
  57632. * Rebuilds the particle system
  57633. */
  57634. rebuild(): void;
  57635. private _releaseBuffers;
  57636. private _releaseVAOs;
  57637. /**
  57638. * Disposes the particle system and free the associated resources
  57639. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  57640. */
  57641. dispose(disposeTexture?: boolean): void;
  57642. /**
  57643. * Clones the particle system.
  57644. * @param name The name of the cloned object
  57645. * @param newEmitter The new emitter to use
  57646. * @returns the cloned particle system
  57647. */
  57648. clone(name: string, newEmitter: any): GPUParticleSystem;
  57649. /**
  57650. * Serializes the particle system to a JSON object.
  57651. * @returns the JSON object
  57652. */
  57653. serialize(): any;
  57654. /**
  57655. * Parses a JSON object to create a GPU particle system.
  57656. * @param parsedParticleSystem The JSON object to parse
  57657. * @param scene The scene to create the particle system in
  57658. * @param rootUrl The root url to use to load external dependencies like texture
  57659. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  57660. * @returns the parsed GPU particle system
  57661. */
  57662. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  57663. }
  57664. }
  57665. declare module "babylonjs/Particles/particleSystemSet" {
  57666. import { Nullable } from "babylonjs/types";
  57667. import { Color3 } from "babylonjs/Maths/math.color";
  57668. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57669. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57670. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57671. import { Scene, IDisposable } from "babylonjs/scene";
  57672. /**
  57673. * Represents a set of particle systems working together to create a specific effect
  57674. */
  57675. export class ParticleSystemSet implements IDisposable {
  57676. private _emitterCreationOptions;
  57677. private _emitterNode;
  57678. /**
  57679. * Gets the particle system list
  57680. */
  57681. systems: IParticleSystem[];
  57682. /**
  57683. * Gets the emitter node used with this set
  57684. */
  57685. readonly emitterNode: Nullable<TransformNode>;
  57686. /**
  57687. * Creates a new emitter mesh as a sphere
  57688. * @param options defines the options used to create the sphere
  57689. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  57690. * @param scene defines the hosting scene
  57691. */
  57692. setEmitterAsSphere(options: {
  57693. diameter: number;
  57694. segments: number;
  57695. color: Color3;
  57696. }, renderingGroupId: number, scene: Scene): void;
  57697. /**
  57698. * Starts all particle systems of the set
  57699. * @param emitter defines an optional mesh to use as emitter for the particle systems
  57700. */
  57701. start(emitter?: AbstractMesh): void;
  57702. /**
  57703. * Release all associated resources
  57704. */
  57705. dispose(): void;
  57706. /**
  57707. * Serialize the set into a JSON compatible object
  57708. * @returns a JSON compatible representation of the set
  57709. */
  57710. serialize(): any;
  57711. /**
  57712. * Parse a new ParticleSystemSet from a serialized source
  57713. * @param data defines a JSON compatible representation of the set
  57714. * @param scene defines the hosting scene
  57715. * @param gpu defines if we want GPU particles or CPU particles
  57716. * @returns a new ParticleSystemSet
  57717. */
  57718. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  57719. }
  57720. }
  57721. declare module "babylonjs/Particles/particleHelper" {
  57722. import { Nullable } from "babylonjs/types";
  57723. import { Scene } from "babylonjs/scene";
  57724. import { Vector3 } from "babylonjs/Maths/math.vector";
  57725. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57726. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57727. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  57728. /**
  57729. * This class is made for on one-liner static method to help creating particle system set.
  57730. */
  57731. export class ParticleHelper {
  57732. /**
  57733. * Gets or sets base Assets URL
  57734. */
  57735. static BaseAssetsUrl: string;
  57736. /**
  57737. * Create a default particle system that you can tweak
  57738. * @param emitter defines the emitter to use
  57739. * @param capacity defines the system capacity (default is 500 particles)
  57740. * @param scene defines the hosting scene
  57741. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  57742. * @returns the new Particle system
  57743. */
  57744. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  57745. /**
  57746. * This is the main static method (one-liner) of this helper to create different particle systems
  57747. * @param type This string represents the type to the particle system to create
  57748. * @param scene The scene where the particle system should live
  57749. * @param gpu If the system will use gpu
  57750. * @returns the ParticleSystemSet created
  57751. */
  57752. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  57753. /**
  57754. * Static function used to export a particle system to a ParticleSystemSet variable.
  57755. * Please note that the emitter shape is not exported
  57756. * @param systems defines the particle systems to export
  57757. * @returns the created particle system set
  57758. */
  57759. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  57760. }
  57761. }
  57762. declare module "babylonjs/Particles/particleSystemComponent" {
  57763. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57764. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  57765. import "babylonjs/Shaders/particles.vertex";
  57766. module "babylonjs/Engines/engine" {
  57767. interface Engine {
  57768. /**
  57769. * Create an effect to use with particle systems.
  57770. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  57771. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  57772. * @param uniformsNames defines a list of attribute names
  57773. * @param samplers defines an array of string used to represent textures
  57774. * @param defines defines the string containing the defines to use to compile the shaders
  57775. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  57776. * @param onCompiled defines a function to call when the effect creation is successful
  57777. * @param onError defines a function to call when the effect creation has failed
  57778. * @returns the new Effect
  57779. */
  57780. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  57781. }
  57782. }
  57783. module "babylonjs/Meshes/mesh" {
  57784. interface Mesh {
  57785. /**
  57786. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  57787. * @returns an array of IParticleSystem
  57788. */
  57789. getEmittedParticleSystems(): IParticleSystem[];
  57790. /**
  57791. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  57792. * @returns an array of IParticleSystem
  57793. */
  57794. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  57795. }
  57796. }
  57797. /**
  57798. * @hidden
  57799. */
  57800. export var _IDoNeedToBeInTheBuild: number;
  57801. }
  57802. declare module "babylonjs/Particles/index" {
  57803. export * from "babylonjs/Particles/baseParticleSystem";
  57804. export * from "babylonjs/Particles/EmitterTypes/index";
  57805. export * from "babylonjs/Particles/gpuParticleSystem";
  57806. export * from "babylonjs/Particles/IParticleSystem";
  57807. export * from "babylonjs/Particles/particle";
  57808. export * from "babylonjs/Particles/particleHelper";
  57809. export * from "babylonjs/Particles/particleSystem";
  57810. export * from "babylonjs/Particles/particleSystemComponent";
  57811. export * from "babylonjs/Particles/particleSystemSet";
  57812. export * from "babylonjs/Particles/solidParticle";
  57813. export * from "babylonjs/Particles/solidParticleSystem";
  57814. export * from "babylonjs/Particles/subEmitter";
  57815. }
  57816. declare module "babylonjs/Physics/physicsEngineComponent" {
  57817. import { Nullable } from "babylonjs/types";
  57818. import { Observable, Observer } from "babylonjs/Misc/observable";
  57819. import { Vector3 } from "babylonjs/Maths/math.vector";
  57820. import { Mesh } from "babylonjs/Meshes/mesh";
  57821. import { ISceneComponent } from "babylonjs/sceneComponent";
  57822. import { Scene } from "babylonjs/scene";
  57823. import { Node } from "babylonjs/node";
  57824. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  57825. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57826. module "babylonjs/scene" {
  57827. interface Scene {
  57828. /** @hidden (Backing field) */
  57829. _physicsEngine: Nullable<IPhysicsEngine>;
  57830. /**
  57831. * Gets the current physics engine
  57832. * @returns a IPhysicsEngine or null if none attached
  57833. */
  57834. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  57835. /**
  57836. * Enables physics to the current scene
  57837. * @param gravity defines the scene's gravity for the physics engine
  57838. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  57839. * @return a boolean indicating if the physics engine was initialized
  57840. */
  57841. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  57842. /**
  57843. * Disables and disposes the physics engine associated with the scene
  57844. */
  57845. disablePhysicsEngine(): void;
  57846. /**
  57847. * Gets a boolean indicating if there is an active physics engine
  57848. * @returns a boolean indicating if there is an active physics engine
  57849. */
  57850. isPhysicsEnabled(): boolean;
  57851. /**
  57852. * Deletes a physics compound impostor
  57853. * @param compound defines the compound to delete
  57854. */
  57855. deleteCompoundImpostor(compound: any): void;
  57856. /**
  57857. * An event triggered when physic simulation is about to be run
  57858. */
  57859. onBeforePhysicsObservable: Observable<Scene>;
  57860. /**
  57861. * An event triggered when physic simulation has been done
  57862. */
  57863. onAfterPhysicsObservable: Observable<Scene>;
  57864. }
  57865. }
  57866. module "babylonjs/Meshes/abstractMesh" {
  57867. interface AbstractMesh {
  57868. /** @hidden */
  57869. _physicsImpostor: Nullable<PhysicsImpostor>;
  57870. /**
  57871. * Gets or sets impostor used for physic simulation
  57872. * @see http://doc.babylonjs.com/features/physics_engine
  57873. */
  57874. physicsImpostor: Nullable<PhysicsImpostor>;
  57875. /**
  57876. * Gets the current physics impostor
  57877. * @see http://doc.babylonjs.com/features/physics_engine
  57878. * @returns a physics impostor or null
  57879. */
  57880. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  57881. /** Apply a physic impulse to the mesh
  57882. * @param force defines the force to apply
  57883. * @param contactPoint defines where to apply the force
  57884. * @returns the current mesh
  57885. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  57886. */
  57887. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  57888. /**
  57889. * Creates a physic joint between two meshes
  57890. * @param otherMesh defines the other mesh to use
  57891. * @param pivot1 defines the pivot to use on this mesh
  57892. * @param pivot2 defines the pivot to use on the other mesh
  57893. * @param options defines additional options (can be plugin dependent)
  57894. * @returns the current mesh
  57895. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  57896. */
  57897. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  57898. /** @hidden */
  57899. _disposePhysicsObserver: Nullable<Observer<Node>>;
  57900. }
  57901. }
  57902. /**
  57903. * Defines the physics engine scene component responsible to manage a physics engine
  57904. */
  57905. export class PhysicsEngineSceneComponent implements ISceneComponent {
  57906. /**
  57907. * The component name helpful to identify the component in the list of scene components.
  57908. */
  57909. readonly name: string;
  57910. /**
  57911. * The scene the component belongs to.
  57912. */
  57913. scene: Scene;
  57914. /**
  57915. * Creates a new instance of the component for the given scene
  57916. * @param scene Defines the scene to register the component in
  57917. */
  57918. constructor(scene: Scene);
  57919. /**
  57920. * Registers the component in a given scene
  57921. */
  57922. register(): void;
  57923. /**
  57924. * Rebuilds the elements related to this component in case of
  57925. * context lost for instance.
  57926. */
  57927. rebuild(): void;
  57928. /**
  57929. * Disposes the component and the associated ressources
  57930. */
  57931. dispose(): void;
  57932. }
  57933. }
  57934. declare module "babylonjs/Physics/physicsHelper" {
  57935. import { Nullable } from "babylonjs/types";
  57936. import { Vector3 } from "babylonjs/Maths/math.vector";
  57937. import { Mesh } from "babylonjs/Meshes/mesh";
  57938. import { Scene } from "babylonjs/scene";
  57939. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57940. /**
  57941. * A helper for physics simulations
  57942. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  57943. */
  57944. export class PhysicsHelper {
  57945. private _scene;
  57946. private _physicsEngine;
  57947. /**
  57948. * Initializes the Physics helper
  57949. * @param scene Babylon.js scene
  57950. */
  57951. constructor(scene: Scene);
  57952. /**
  57953. * Applies a radial explosion impulse
  57954. * @param origin the origin of the explosion
  57955. * @param radiusOrEventOptions the radius or the options of radial explosion
  57956. * @param strength the explosion strength
  57957. * @param falloff possible options: Constant & Linear. Defaults to Constant
  57958. * @returns A physics radial explosion event, or null
  57959. */
  57960. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  57961. /**
  57962. * Applies a radial explosion force
  57963. * @param origin the origin of the explosion
  57964. * @param radiusOrEventOptions the radius or the options of radial explosion
  57965. * @param strength the explosion strength
  57966. * @param falloff possible options: Constant & Linear. Defaults to Constant
  57967. * @returns A physics radial explosion event, or null
  57968. */
  57969. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  57970. /**
  57971. * Creates a gravitational field
  57972. * @param origin the origin of the explosion
  57973. * @param radiusOrEventOptions the radius or the options of radial explosion
  57974. * @param strength the explosion strength
  57975. * @param falloff possible options: Constant & Linear. Defaults to Constant
  57976. * @returns A physics gravitational field event, or null
  57977. */
  57978. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  57979. /**
  57980. * Creates a physics updraft event
  57981. * @param origin the origin of the updraft
  57982. * @param radiusOrEventOptions the radius or the options of the updraft
  57983. * @param strength the strength of the updraft
  57984. * @param height the height of the updraft
  57985. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  57986. * @returns A physics updraft event, or null
  57987. */
  57988. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  57989. /**
  57990. * Creates a physics vortex event
  57991. * @param origin the of the vortex
  57992. * @param radiusOrEventOptions the radius or the options of the vortex
  57993. * @param strength the strength of the vortex
  57994. * @param height the height of the vortex
  57995. * @returns a Physics vortex event, or null
  57996. * A physics vortex event or null
  57997. */
  57998. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  57999. }
  58000. /**
  58001. * Represents a physics radial explosion event
  58002. */
  58003. class PhysicsRadialExplosionEvent {
  58004. private _scene;
  58005. private _options;
  58006. private _sphere;
  58007. private _dataFetched;
  58008. /**
  58009. * Initializes a radial explosioin event
  58010. * @param _scene BabylonJS scene
  58011. * @param _options The options for the vortex event
  58012. */
  58013. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58014. /**
  58015. * Returns the data related to the radial explosion event (sphere).
  58016. * @returns The radial explosion event data
  58017. */
  58018. getData(): PhysicsRadialExplosionEventData;
  58019. /**
  58020. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58021. * @param impostor A physics imposter
  58022. * @param origin the origin of the explosion
  58023. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58024. */
  58025. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58026. /**
  58027. * Triggers affecterd impostors callbacks
  58028. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58029. */
  58030. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58031. /**
  58032. * Disposes the sphere.
  58033. * @param force Specifies if the sphere should be disposed by force
  58034. */
  58035. dispose(force?: boolean): void;
  58036. /*** Helpers ***/
  58037. private _prepareSphere;
  58038. private _intersectsWithSphere;
  58039. }
  58040. /**
  58041. * Represents a gravitational field event
  58042. */
  58043. class PhysicsGravitationalFieldEvent {
  58044. private _physicsHelper;
  58045. private _scene;
  58046. private _origin;
  58047. private _options;
  58048. private _tickCallback;
  58049. private _sphere;
  58050. private _dataFetched;
  58051. /**
  58052. * Initializes the physics gravitational field event
  58053. * @param _physicsHelper A physics helper
  58054. * @param _scene BabylonJS scene
  58055. * @param _origin The origin position of the gravitational field event
  58056. * @param _options The options for the vortex event
  58057. */
  58058. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58059. /**
  58060. * Returns the data related to the gravitational field event (sphere).
  58061. * @returns A gravitational field event
  58062. */
  58063. getData(): PhysicsGravitationalFieldEventData;
  58064. /**
  58065. * Enables the gravitational field.
  58066. */
  58067. enable(): void;
  58068. /**
  58069. * Disables the gravitational field.
  58070. */
  58071. disable(): void;
  58072. /**
  58073. * Disposes the sphere.
  58074. * @param force The force to dispose from the gravitational field event
  58075. */
  58076. dispose(force?: boolean): void;
  58077. private _tick;
  58078. }
  58079. /**
  58080. * Represents a physics updraft event
  58081. */
  58082. class PhysicsUpdraftEvent {
  58083. private _scene;
  58084. private _origin;
  58085. private _options;
  58086. private _physicsEngine;
  58087. private _originTop;
  58088. private _originDirection;
  58089. private _tickCallback;
  58090. private _cylinder;
  58091. private _cylinderPosition;
  58092. private _dataFetched;
  58093. /**
  58094. * Initializes the physics updraft event
  58095. * @param _scene BabylonJS scene
  58096. * @param _origin The origin position of the updraft
  58097. * @param _options The options for the updraft event
  58098. */
  58099. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58100. /**
  58101. * Returns the data related to the updraft event (cylinder).
  58102. * @returns A physics updraft event
  58103. */
  58104. getData(): PhysicsUpdraftEventData;
  58105. /**
  58106. * Enables the updraft.
  58107. */
  58108. enable(): void;
  58109. /**
  58110. * Disables the updraft.
  58111. */
  58112. disable(): void;
  58113. /**
  58114. * Disposes the cylinder.
  58115. * @param force Specifies if the updraft should be disposed by force
  58116. */
  58117. dispose(force?: boolean): void;
  58118. private getImpostorHitData;
  58119. private _tick;
  58120. /*** Helpers ***/
  58121. private _prepareCylinder;
  58122. private _intersectsWithCylinder;
  58123. }
  58124. /**
  58125. * Represents a physics vortex event
  58126. */
  58127. class PhysicsVortexEvent {
  58128. private _scene;
  58129. private _origin;
  58130. private _options;
  58131. private _physicsEngine;
  58132. private _originTop;
  58133. private _tickCallback;
  58134. private _cylinder;
  58135. private _cylinderPosition;
  58136. private _dataFetched;
  58137. /**
  58138. * Initializes the physics vortex event
  58139. * @param _scene The BabylonJS scene
  58140. * @param _origin The origin position of the vortex
  58141. * @param _options The options for the vortex event
  58142. */
  58143. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58144. /**
  58145. * Returns the data related to the vortex event (cylinder).
  58146. * @returns The physics vortex event data
  58147. */
  58148. getData(): PhysicsVortexEventData;
  58149. /**
  58150. * Enables the vortex.
  58151. */
  58152. enable(): void;
  58153. /**
  58154. * Disables the cortex.
  58155. */
  58156. disable(): void;
  58157. /**
  58158. * Disposes the sphere.
  58159. * @param force
  58160. */
  58161. dispose(force?: boolean): void;
  58162. private getImpostorHitData;
  58163. private _tick;
  58164. /*** Helpers ***/
  58165. private _prepareCylinder;
  58166. private _intersectsWithCylinder;
  58167. }
  58168. /**
  58169. * Options fot the radial explosion event
  58170. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58171. */
  58172. export class PhysicsRadialExplosionEventOptions {
  58173. /**
  58174. * The radius of the sphere for the radial explosion.
  58175. */
  58176. radius: number;
  58177. /**
  58178. * The strenth of the explosion.
  58179. */
  58180. strength: number;
  58181. /**
  58182. * The strenght of the force in correspondence to the distance of the affected object
  58183. */
  58184. falloff: PhysicsRadialImpulseFalloff;
  58185. /**
  58186. * Sphere options for the radial explosion.
  58187. */
  58188. sphere: {
  58189. segments: number;
  58190. diameter: number;
  58191. };
  58192. /**
  58193. * Sphere options for the radial explosion.
  58194. */
  58195. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58196. }
  58197. /**
  58198. * Options fot the updraft event
  58199. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58200. */
  58201. export class PhysicsUpdraftEventOptions {
  58202. /**
  58203. * The radius of the cylinder for the vortex
  58204. */
  58205. radius: number;
  58206. /**
  58207. * The strenth of the updraft.
  58208. */
  58209. strength: number;
  58210. /**
  58211. * The height of the cylinder for the updraft.
  58212. */
  58213. height: number;
  58214. /**
  58215. * The mode for the the updraft.
  58216. */
  58217. updraftMode: PhysicsUpdraftMode;
  58218. }
  58219. /**
  58220. * Options fot the vortex event
  58221. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58222. */
  58223. export class PhysicsVortexEventOptions {
  58224. /**
  58225. * The radius of the cylinder for the vortex
  58226. */
  58227. radius: number;
  58228. /**
  58229. * The strenth of the vortex.
  58230. */
  58231. strength: number;
  58232. /**
  58233. * The height of the cylinder for the vortex.
  58234. */
  58235. height: number;
  58236. /**
  58237. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58238. */
  58239. centripetalForceThreshold: number;
  58240. /**
  58241. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58242. */
  58243. centripetalForceMultiplier: number;
  58244. /**
  58245. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58246. */
  58247. centrifugalForceMultiplier: number;
  58248. /**
  58249. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58250. */
  58251. updraftForceMultiplier: number;
  58252. }
  58253. /**
  58254. * The strenght of the force in correspondence to the distance of the affected object
  58255. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58256. */
  58257. export enum PhysicsRadialImpulseFalloff {
  58258. /** Defines that impulse is constant in strength across it's whole radius */
  58259. Constant = 0,
  58260. /** Defines that impulse gets weaker if it's further from the origin */
  58261. Linear = 1
  58262. }
  58263. /**
  58264. * The strength of the force in correspondence to the distance of the affected object
  58265. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58266. */
  58267. export enum PhysicsUpdraftMode {
  58268. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58269. Center = 0,
  58270. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58271. Perpendicular = 1
  58272. }
  58273. /**
  58274. * Interface for a physics hit data
  58275. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58276. */
  58277. export interface PhysicsHitData {
  58278. /**
  58279. * The force applied at the contact point
  58280. */
  58281. force: Vector3;
  58282. /**
  58283. * The contact point
  58284. */
  58285. contactPoint: Vector3;
  58286. /**
  58287. * The distance from the origin to the contact point
  58288. */
  58289. distanceFromOrigin: number;
  58290. }
  58291. /**
  58292. * Interface for radial explosion event data
  58293. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58294. */
  58295. export interface PhysicsRadialExplosionEventData {
  58296. /**
  58297. * A sphere used for the radial explosion event
  58298. */
  58299. sphere: Mesh;
  58300. }
  58301. /**
  58302. * Interface for gravitational field event data
  58303. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58304. */
  58305. export interface PhysicsGravitationalFieldEventData {
  58306. /**
  58307. * A sphere mesh used for the gravitational field event
  58308. */
  58309. sphere: Mesh;
  58310. }
  58311. /**
  58312. * Interface for updraft event data
  58313. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58314. */
  58315. export interface PhysicsUpdraftEventData {
  58316. /**
  58317. * A cylinder used for the updraft event
  58318. */
  58319. cylinder: Mesh;
  58320. }
  58321. /**
  58322. * Interface for vortex event data
  58323. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58324. */
  58325. export interface PhysicsVortexEventData {
  58326. /**
  58327. * A cylinder used for the vortex event
  58328. */
  58329. cylinder: Mesh;
  58330. }
  58331. /**
  58332. * Interface for an affected physics impostor
  58333. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58334. */
  58335. export interface PhysicsAffectedImpostorWithData {
  58336. /**
  58337. * The impostor affected by the effect
  58338. */
  58339. impostor: PhysicsImpostor;
  58340. /**
  58341. * The data about the hit/horce from the explosion
  58342. */
  58343. hitData: PhysicsHitData;
  58344. }
  58345. }
  58346. declare module "babylonjs/Physics/Plugins/index" {
  58347. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  58348. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  58349. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  58350. }
  58351. declare module "babylonjs/Physics/index" {
  58352. export * from "babylonjs/Physics/IPhysicsEngine";
  58353. export * from "babylonjs/Physics/physicsEngine";
  58354. export * from "babylonjs/Physics/physicsEngineComponent";
  58355. export * from "babylonjs/Physics/physicsHelper";
  58356. export * from "babylonjs/Physics/physicsImpostor";
  58357. export * from "babylonjs/Physics/physicsJoint";
  58358. export * from "babylonjs/Physics/Plugins/index";
  58359. }
  58360. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  58361. /** @hidden */
  58362. export var blackAndWhitePixelShader: {
  58363. name: string;
  58364. shader: string;
  58365. };
  58366. }
  58367. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  58368. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58369. import { Camera } from "babylonjs/Cameras/camera";
  58370. import { Engine } from "babylonjs/Engines/engine";
  58371. import "babylonjs/Shaders/blackAndWhite.fragment";
  58372. /**
  58373. * Post process used to render in black and white
  58374. */
  58375. export class BlackAndWhitePostProcess extends PostProcess {
  58376. /**
  58377. * Linear about to convert he result to black and white (default: 1)
  58378. */
  58379. degree: number;
  58380. /**
  58381. * Creates a black and white post process
  58382. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  58383. * @param name The name of the effect.
  58384. * @param options The required width/height ratio to downsize to before computing the render pass.
  58385. * @param camera The camera to apply the render pass to.
  58386. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58387. * @param engine The engine which the post process will be applied. (default: current engine)
  58388. * @param reusable If the post process can be reused on the same frame. (default: false)
  58389. */
  58390. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  58391. }
  58392. }
  58393. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  58394. import { Nullable } from "babylonjs/types";
  58395. import { Camera } from "babylonjs/Cameras/camera";
  58396. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58397. import { Engine } from "babylonjs/Engines/engine";
  58398. /**
  58399. * This represents a set of one or more post processes in Babylon.
  58400. * A post process can be used to apply a shader to a texture after it is rendered.
  58401. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  58402. */
  58403. export class PostProcessRenderEffect {
  58404. private _postProcesses;
  58405. private _getPostProcesses;
  58406. private _singleInstance;
  58407. private _cameras;
  58408. private _indicesForCamera;
  58409. /**
  58410. * Name of the effect
  58411. * @hidden
  58412. */
  58413. _name: string;
  58414. /**
  58415. * Instantiates a post process render effect.
  58416. * A post process can be used to apply a shader to a texture after it is rendered.
  58417. * @param engine The engine the effect is tied to
  58418. * @param name The name of the effect
  58419. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  58420. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  58421. */
  58422. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  58423. /**
  58424. * Checks if all the post processes in the effect are supported.
  58425. */
  58426. readonly isSupported: boolean;
  58427. /**
  58428. * Updates the current state of the effect
  58429. * @hidden
  58430. */
  58431. _update(): void;
  58432. /**
  58433. * Attaches the effect on cameras
  58434. * @param cameras The camera to attach to.
  58435. * @hidden
  58436. */
  58437. _attachCameras(cameras: Camera): void;
  58438. /**
  58439. * Attaches the effect on cameras
  58440. * @param cameras The camera to attach to.
  58441. * @hidden
  58442. */
  58443. _attachCameras(cameras: Camera[]): void;
  58444. /**
  58445. * Detaches the effect on cameras
  58446. * @param cameras The camera to detatch from.
  58447. * @hidden
  58448. */
  58449. _detachCameras(cameras: Camera): void;
  58450. /**
  58451. * Detatches the effect on cameras
  58452. * @param cameras The camera to detatch from.
  58453. * @hidden
  58454. */
  58455. _detachCameras(cameras: Camera[]): void;
  58456. /**
  58457. * Enables the effect on given cameras
  58458. * @param cameras The camera to enable.
  58459. * @hidden
  58460. */
  58461. _enable(cameras: Camera): void;
  58462. /**
  58463. * Enables the effect on given cameras
  58464. * @param cameras The camera to enable.
  58465. * @hidden
  58466. */
  58467. _enable(cameras: Nullable<Camera[]>): void;
  58468. /**
  58469. * Disables the effect on the given cameras
  58470. * @param cameras The camera to disable.
  58471. * @hidden
  58472. */
  58473. _disable(cameras: Camera): void;
  58474. /**
  58475. * Disables the effect on the given cameras
  58476. * @param cameras The camera to disable.
  58477. * @hidden
  58478. */
  58479. _disable(cameras: Nullable<Camera[]>): void;
  58480. /**
  58481. * Gets a list of the post processes contained in the effect.
  58482. * @param camera The camera to get the post processes on.
  58483. * @returns The list of the post processes in the effect.
  58484. */
  58485. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  58486. }
  58487. }
  58488. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  58489. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58490. /** @hidden */
  58491. export var extractHighlightsPixelShader: {
  58492. name: string;
  58493. shader: string;
  58494. };
  58495. }
  58496. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  58497. import { Nullable } from "babylonjs/types";
  58498. import { Camera } from "babylonjs/Cameras/camera";
  58499. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58500. import { Engine } from "babylonjs/Engines/engine";
  58501. import "babylonjs/Shaders/extractHighlights.fragment";
  58502. /**
  58503. * 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.
  58504. */
  58505. export class ExtractHighlightsPostProcess extends PostProcess {
  58506. /**
  58507. * The luminance threshold, pixels below this value will be set to black.
  58508. */
  58509. threshold: number;
  58510. /** @hidden */
  58511. _exposure: number;
  58512. /**
  58513. * Post process which has the input texture to be used when performing highlight extraction
  58514. * @hidden
  58515. */
  58516. _inputPostProcess: Nullable<PostProcess>;
  58517. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58518. }
  58519. }
  58520. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  58521. /** @hidden */
  58522. export var bloomMergePixelShader: {
  58523. name: string;
  58524. shader: string;
  58525. };
  58526. }
  58527. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  58528. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58529. import { Nullable } from "babylonjs/types";
  58530. import { Engine } from "babylonjs/Engines/engine";
  58531. import { Camera } from "babylonjs/Cameras/camera";
  58532. import "babylonjs/Shaders/bloomMerge.fragment";
  58533. /**
  58534. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  58535. */
  58536. export class BloomMergePostProcess extends PostProcess {
  58537. /** Weight of the bloom to be added to the original input. */
  58538. weight: number;
  58539. /**
  58540. * Creates a new instance of @see BloomMergePostProcess
  58541. * @param name The name of the effect.
  58542. * @param originalFromInput Post process which's input will be used for the merge.
  58543. * @param blurred Blurred highlights post process which's output will be used.
  58544. * @param weight Weight of the bloom to be added to the original input.
  58545. * @param options The required width/height ratio to downsize to before computing the render pass.
  58546. * @param camera The camera to apply the render pass to.
  58547. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58548. * @param engine The engine which the post process will be applied. (default: current engine)
  58549. * @param reusable If the post process can be reused on the same frame. (default: false)
  58550. * @param textureType Type of textures used when performing the post process. (default: 0)
  58551. * @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)
  58552. */
  58553. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  58554. /** Weight of the bloom to be added to the original input. */
  58555. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58556. }
  58557. }
  58558. declare module "babylonjs/PostProcesses/bloomEffect" {
  58559. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  58560. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58561. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  58562. import { Camera } from "babylonjs/Cameras/camera";
  58563. import { Scene } from "babylonjs/scene";
  58564. /**
  58565. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  58566. */
  58567. export class BloomEffect extends PostProcessRenderEffect {
  58568. private bloomScale;
  58569. /**
  58570. * @hidden Internal
  58571. */
  58572. _effects: Array<PostProcess>;
  58573. /**
  58574. * @hidden Internal
  58575. */
  58576. _downscale: ExtractHighlightsPostProcess;
  58577. private _blurX;
  58578. private _blurY;
  58579. private _merge;
  58580. /**
  58581. * The luminance threshold to find bright areas of the image to bloom.
  58582. */
  58583. threshold: number;
  58584. /**
  58585. * The strength of the bloom.
  58586. */
  58587. weight: number;
  58588. /**
  58589. * Specifies the size of the bloom blur kernel, relative to the final output size
  58590. */
  58591. kernel: number;
  58592. /**
  58593. * Creates a new instance of @see BloomEffect
  58594. * @param scene The scene the effect belongs to.
  58595. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  58596. * @param bloomKernel The size of the kernel to be used when applying the blur.
  58597. * @param bloomWeight The the strength of bloom.
  58598. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  58599. * @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)
  58600. */
  58601. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  58602. /**
  58603. * Disposes each of the internal effects for a given camera.
  58604. * @param camera The camera to dispose the effect on.
  58605. */
  58606. disposeEffects(camera: Camera): void;
  58607. /**
  58608. * @hidden Internal
  58609. */
  58610. _updateEffects(): void;
  58611. /**
  58612. * Internal
  58613. * @returns if all the contained post processes are ready.
  58614. * @hidden
  58615. */
  58616. _isReady(): boolean;
  58617. }
  58618. }
  58619. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  58620. /** @hidden */
  58621. export var chromaticAberrationPixelShader: {
  58622. name: string;
  58623. shader: string;
  58624. };
  58625. }
  58626. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  58627. import { Vector2 } from "babylonjs/Maths/math.vector";
  58628. import { Nullable } from "babylonjs/types";
  58629. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58630. import { Camera } from "babylonjs/Cameras/camera";
  58631. import { Engine } from "babylonjs/Engines/engine";
  58632. import "babylonjs/Shaders/chromaticAberration.fragment";
  58633. /**
  58634. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  58635. */
  58636. export class ChromaticAberrationPostProcess extends PostProcess {
  58637. /**
  58638. * The amount of seperation of rgb channels (default: 30)
  58639. */
  58640. aberrationAmount: number;
  58641. /**
  58642. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  58643. */
  58644. radialIntensity: number;
  58645. /**
  58646. * 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))
  58647. */
  58648. direction: Vector2;
  58649. /**
  58650. * 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))
  58651. */
  58652. centerPosition: Vector2;
  58653. /**
  58654. * Creates a new instance ChromaticAberrationPostProcess
  58655. * @param name The name of the effect.
  58656. * @param screenWidth The width of the screen to apply the effect on.
  58657. * @param screenHeight The height of the screen to apply the effect on.
  58658. * @param options The required width/height ratio to downsize to before computing the render pass.
  58659. * @param camera The camera to apply the render pass to.
  58660. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58661. * @param engine The engine which the post process will be applied. (default: current engine)
  58662. * @param reusable If the post process can be reused on the same frame. (default: false)
  58663. * @param textureType Type of textures used when performing the post process. (default: 0)
  58664. * @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)
  58665. */
  58666. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58667. }
  58668. }
  58669. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  58670. /** @hidden */
  58671. export var circleOfConfusionPixelShader: {
  58672. name: string;
  58673. shader: string;
  58674. };
  58675. }
  58676. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  58677. import { Nullable } from "babylonjs/types";
  58678. import { Engine } from "babylonjs/Engines/engine";
  58679. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58680. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  58681. import { Camera } from "babylonjs/Cameras/camera";
  58682. import "babylonjs/Shaders/circleOfConfusion.fragment";
  58683. /**
  58684. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  58685. */
  58686. export class CircleOfConfusionPostProcess extends PostProcess {
  58687. /**
  58688. * 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.
  58689. */
  58690. lensSize: number;
  58691. /**
  58692. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  58693. */
  58694. fStop: number;
  58695. /**
  58696. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  58697. */
  58698. focusDistance: number;
  58699. /**
  58700. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  58701. */
  58702. focalLength: number;
  58703. private _depthTexture;
  58704. /**
  58705. * Creates a new instance CircleOfConfusionPostProcess
  58706. * @param name The name of the effect.
  58707. * @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.
  58708. * @param options The required width/height ratio to downsize to before computing the render pass.
  58709. * @param camera The camera to apply the render pass to.
  58710. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58711. * @param engine The engine which the post process will be applied. (default: current engine)
  58712. * @param reusable If the post process can be reused on the same frame. (default: false)
  58713. * @param textureType Type of textures used when performing the post process. (default: 0)
  58714. * @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)
  58715. */
  58716. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58717. /**
  58718. * 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.
  58719. */
  58720. depthTexture: RenderTargetTexture;
  58721. }
  58722. }
  58723. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  58724. /** @hidden */
  58725. export var colorCorrectionPixelShader: {
  58726. name: string;
  58727. shader: string;
  58728. };
  58729. }
  58730. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  58731. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58732. import { Engine } from "babylonjs/Engines/engine";
  58733. import { Camera } from "babylonjs/Cameras/camera";
  58734. import "babylonjs/Shaders/colorCorrection.fragment";
  58735. /**
  58736. *
  58737. * This post-process allows the modification of rendered colors by using
  58738. * a 'look-up table' (LUT). This effect is also called Color Grading.
  58739. *
  58740. * The object needs to be provided an url to a texture containing the color
  58741. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  58742. * Use an image editing software to tweak the LUT to match your needs.
  58743. *
  58744. * For an example of a color LUT, see here:
  58745. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  58746. * For explanations on color grading, see here:
  58747. * @see http://udn.epicgames.com/Three/ColorGrading.html
  58748. *
  58749. */
  58750. export class ColorCorrectionPostProcess extends PostProcess {
  58751. private _colorTableTexture;
  58752. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  58753. }
  58754. }
  58755. declare module "babylonjs/Shaders/convolution.fragment" {
  58756. /** @hidden */
  58757. export var convolutionPixelShader: {
  58758. name: string;
  58759. shader: string;
  58760. };
  58761. }
  58762. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  58763. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58764. import { Nullable } from "babylonjs/types";
  58765. import { Camera } from "babylonjs/Cameras/camera";
  58766. import { Engine } from "babylonjs/Engines/engine";
  58767. import "babylonjs/Shaders/convolution.fragment";
  58768. /**
  58769. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  58770. * input texture to perform effects such as edge detection or sharpening
  58771. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  58772. */
  58773. export class ConvolutionPostProcess extends PostProcess {
  58774. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  58775. kernel: number[];
  58776. /**
  58777. * Creates a new instance ConvolutionPostProcess
  58778. * @param name The name of the effect.
  58779. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  58780. * @param options The required width/height ratio to downsize to before computing the render pass.
  58781. * @param camera The camera to apply the render pass to.
  58782. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58783. * @param engine The engine which the post process will be applied. (default: current engine)
  58784. * @param reusable If the post process can be reused on the same frame. (default: false)
  58785. * @param textureType Type of textures used when performing the post process. (default: 0)
  58786. */
  58787. constructor(name: string,
  58788. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  58789. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  58790. /**
  58791. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  58792. */
  58793. static EdgeDetect0Kernel: number[];
  58794. /**
  58795. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  58796. */
  58797. static EdgeDetect1Kernel: number[];
  58798. /**
  58799. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  58800. */
  58801. static EdgeDetect2Kernel: number[];
  58802. /**
  58803. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  58804. */
  58805. static SharpenKernel: number[];
  58806. /**
  58807. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  58808. */
  58809. static EmbossKernel: number[];
  58810. /**
  58811. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  58812. */
  58813. static GaussianKernel: number[];
  58814. }
  58815. }
  58816. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  58817. import { Nullable } from "babylonjs/types";
  58818. import { Vector2 } from "babylonjs/Maths/math.vector";
  58819. import { Camera } from "babylonjs/Cameras/camera";
  58820. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58821. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  58822. import { Engine } from "babylonjs/Engines/engine";
  58823. import { Scene } from "babylonjs/scene";
  58824. /**
  58825. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  58826. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  58827. * based on samples that have a large difference in distance than the center pixel.
  58828. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  58829. */
  58830. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  58831. direction: Vector2;
  58832. /**
  58833. * Creates a new instance CircleOfConfusionPostProcess
  58834. * @param name The name of the effect.
  58835. * @param scene The scene the effect belongs to.
  58836. * @param direction The direction the blur should be applied.
  58837. * @param kernel The size of the kernel used to blur.
  58838. * @param options The required width/height ratio to downsize to before computing the render pass.
  58839. * @param camera The camera to apply the render pass to.
  58840. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  58841. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  58842. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58843. * @param engine The engine which the post process will be applied. (default: current engine)
  58844. * @param reusable If the post process can be reused on the same frame. (default: false)
  58845. * @param textureType Type of textures used when performing the post process. (default: 0)
  58846. * @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)
  58847. */
  58848. 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);
  58849. }
  58850. }
  58851. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  58852. /** @hidden */
  58853. export var depthOfFieldMergePixelShader: {
  58854. name: string;
  58855. shader: string;
  58856. };
  58857. }
  58858. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  58859. import { Nullable } from "babylonjs/types";
  58860. import { Camera } from "babylonjs/Cameras/camera";
  58861. import { Effect } from "babylonjs/Materials/effect";
  58862. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58863. import { Engine } from "babylonjs/Engines/engine";
  58864. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  58865. /**
  58866. * Options to be set when merging outputs from the default pipeline.
  58867. */
  58868. export class DepthOfFieldMergePostProcessOptions {
  58869. /**
  58870. * The original image to merge on top of
  58871. */
  58872. originalFromInput: PostProcess;
  58873. /**
  58874. * Parameters to perform the merge of the depth of field effect
  58875. */
  58876. depthOfField?: {
  58877. circleOfConfusion: PostProcess;
  58878. blurSteps: Array<PostProcess>;
  58879. };
  58880. /**
  58881. * Parameters to perform the merge of bloom effect
  58882. */
  58883. bloom?: {
  58884. blurred: PostProcess;
  58885. weight: number;
  58886. };
  58887. }
  58888. /**
  58889. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  58890. */
  58891. export class DepthOfFieldMergePostProcess extends PostProcess {
  58892. private blurSteps;
  58893. /**
  58894. * Creates a new instance of DepthOfFieldMergePostProcess
  58895. * @param name The name of the effect.
  58896. * @param originalFromInput Post process which's input will be used for the merge.
  58897. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  58898. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  58899. * @param options The required width/height ratio to downsize to before computing the render pass.
  58900. * @param camera The camera to apply the render pass to.
  58901. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58902. * @param engine The engine which the post process will be applied. (default: current engine)
  58903. * @param reusable If the post process can be reused on the same frame. (default: false)
  58904. * @param textureType Type of textures used when performing the post process. (default: 0)
  58905. * @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)
  58906. */
  58907. 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);
  58908. /**
  58909. * Updates the effect with the current post process compile time values and recompiles the shader.
  58910. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  58911. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  58912. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  58913. * @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
  58914. * @param onCompiled Called when the shader has been compiled.
  58915. * @param onError Called if there is an error when compiling a shader.
  58916. */
  58917. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  58918. }
  58919. }
  58920. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  58921. import { Nullable } from "babylonjs/types";
  58922. import { Camera } from "babylonjs/Cameras/camera";
  58923. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  58924. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58925. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  58926. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  58927. import { Scene } from "babylonjs/scene";
  58928. /**
  58929. * Specifies the level of max blur that should be applied when using the depth of field effect
  58930. */
  58931. export enum DepthOfFieldEffectBlurLevel {
  58932. /**
  58933. * Subtle blur
  58934. */
  58935. Low = 0,
  58936. /**
  58937. * Medium blur
  58938. */
  58939. Medium = 1,
  58940. /**
  58941. * Large blur
  58942. */
  58943. High = 2
  58944. }
  58945. /**
  58946. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  58947. */
  58948. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  58949. private _circleOfConfusion;
  58950. /**
  58951. * @hidden Internal, blurs from high to low
  58952. */
  58953. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  58954. private _depthOfFieldBlurY;
  58955. private _dofMerge;
  58956. /**
  58957. * @hidden Internal post processes in depth of field effect
  58958. */
  58959. _effects: Array<PostProcess>;
  58960. /**
  58961. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  58962. */
  58963. focalLength: number;
  58964. /**
  58965. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  58966. */
  58967. fStop: number;
  58968. /**
  58969. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  58970. */
  58971. focusDistance: number;
  58972. /**
  58973. * 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.
  58974. */
  58975. lensSize: number;
  58976. /**
  58977. * Creates a new instance DepthOfFieldEffect
  58978. * @param scene The scene the effect belongs to.
  58979. * @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.
  58980. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  58981. * @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)
  58982. */
  58983. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  58984. /**
  58985. * Get the current class name of the current effet
  58986. * @returns "DepthOfFieldEffect"
  58987. */
  58988. getClassName(): string;
  58989. /**
  58990. * 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.
  58991. */
  58992. depthTexture: RenderTargetTexture;
  58993. /**
  58994. * Disposes each of the internal effects for a given camera.
  58995. * @param camera The camera to dispose the effect on.
  58996. */
  58997. disposeEffects(camera: Camera): void;
  58998. /**
  58999. * @hidden Internal
  59000. */
  59001. _updateEffects(): void;
  59002. /**
  59003. * Internal
  59004. * @returns if all the contained post processes are ready.
  59005. * @hidden
  59006. */
  59007. _isReady(): boolean;
  59008. }
  59009. }
  59010. declare module "babylonjs/Shaders/displayPass.fragment" {
  59011. /** @hidden */
  59012. export var displayPassPixelShader: {
  59013. name: string;
  59014. shader: string;
  59015. };
  59016. }
  59017. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59018. import { Nullable } from "babylonjs/types";
  59019. import { Camera } from "babylonjs/Cameras/camera";
  59020. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59021. import { Engine } from "babylonjs/Engines/engine";
  59022. import "babylonjs/Shaders/displayPass.fragment";
  59023. /**
  59024. * DisplayPassPostProcess which produces an output the same as it's input
  59025. */
  59026. export class DisplayPassPostProcess extends PostProcess {
  59027. /**
  59028. * Creates the DisplayPassPostProcess
  59029. * @param name The name of the effect.
  59030. * @param options The required width/height ratio to downsize to before computing the render pass.
  59031. * @param camera The camera to apply the render pass to.
  59032. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59033. * @param engine The engine which the post process will be applied. (default: current engine)
  59034. * @param reusable If the post process can be reused on the same frame. (default: false)
  59035. */
  59036. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59037. }
  59038. }
  59039. declare module "babylonjs/Shaders/filter.fragment" {
  59040. /** @hidden */
  59041. export var filterPixelShader: {
  59042. name: string;
  59043. shader: string;
  59044. };
  59045. }
  59046. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59047. import { Nullable } from "babylonjs/types";
  59048. import { Matrix } from "babylonjs/Maths/math.vector";
  59049. import { Camera } from "babylonjs/Cameras/camera";
  59050. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59051. import { Engine } from "babylonjs/Engines/engine";
  59052. import "babylonjs/Shaders/filter.fragment";
  59053. /**
  59054. * Applies a kernel filter to the image
  59055. */
  59056. export class FilterPostProcess extends PostProcess {
  59057. /** The matrix to be applied to the image */
  59058. kernelMatrix: Matrix;
  59059. /**
  59060. *
  59061. * @param name The name of the effect.
  59062. * @param kernelMatrix The matrix to be applied to the image
  59063. * @param options The required width/height ratio to downsize to before computing the render pass.
  59064. * @param camera The camera to apply the render pass to.
  59065. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59066. * @param engine The engine which the post process will be applied. (default: current engine)
  59067. * @param reusable If the post process can be reused on the same frame. (default: false)
  59068. */
  59069. constructor(name: string,
  59070. /** The matrix to be applied to the image */
  59071. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59072. }
  59073. }
  59074. declare module "babylonjs/Shaders/fxaa.fragment" {
  59075. /** @hidden */
  59076. export var fxaaPixelShader: {
  59077. name: string;
  59078. shader: string;
  59079. };
  59080. }
  59081. declare module "babylonjs/Shaders/fxaa.vertex" {
  59082. /** @hidden */
  59083. export var fxaaVertexShader: {
  59084. name: string;
  59085. shader: string;
  59086. };
  59087. }
  59088. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59089. import { Nullable } from "babylonjs/types";
  59090. import { Camera } from "babylonjs/Cameras/camera";
  59091. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59092. import { Engine } from "babylonjs/Engines/engine";
  59093. import "babylonjs/Shaders/fxaa.fragment";
  59094. import "babylonjs/Shaders/fxaa.vertex";
  59095. /**
  59096. * Fxaa post process
  59097. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59098. */
  59099. export class FxaaPostProcess extends PostProcess {
  59100. /** @hidden */
  59101. texelWidth: number;
  59102. /** @hidden */
  59103. texelHeight: number;
  59104. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59105. private _getDefines;
  59106. }
  59107. }
  59108. declare module "babylonjs/Shaders/grain.fragment" {
  59109. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59110. /** @hidden */
  59111. export var grainPixelShader: {
  59112. name: string;
  59113. shader: string;
  59114. };
  59115. }
  59116. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59117. import { Nullable } from "babylonjs/types";
  59118. import { Camera } from "babylonjs/Cameras/camera";
  59119. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59120. import { Engine } from "babylonjs/Engines/engine";
  59121. import "babylonjs/Shaders/grain.fragment";
  59122. /**
  59123. * The GrainPostProcess adds noise to the image at mid luminance levels
  59124. */
  59125. export class GrainPostProcess extends PostProcess {
  59126. /**
  59127. * The intensity of the grain added (default: 30)
  59128. */
  59129. intensity: number;
  59130. /**
  59131. * If the grain should be randomized on every frame
  59132. */
  59133. animated: boolean;
  59134. /**
  59135. * Creates a new instance of @see GrainPostProcess
  59136. * @param name The name of the effect.
  59137. * @param options The required width/height ratio to downsize to before computing the render pass.
  59138. * @param camera The camera to apply the render pass to.
  59139. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59140. * @param engine The engine which the post process will be applied. (default: current engine)
  59141. * @param reusable If the post process can be reused on the same frame. (default: false)
  59142. * @param textureType Type of textures used when performing the post process. (default: 0)
  59143. * @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)
  59144. */
  59145. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59146. }
  59147. }
  59148. declare module "babylonjs/Shaders/highlights.fragment" {
  59149. /** @hidden */
  59150. export var highlightsPixelShader: {
  59151. name: string;
  59152. shader: string;
  59153. };
  59154. }
  59155. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59156. import { Nullable } from "babylonjs/types";
  59157. import { Camera } from "babylonjs/Cameras/camera";
  59158. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59159. import { Engine } from "babylonjs/Engines/engine";
  59160. import "babylonjs/Shaders/highlights.fragment";
  59161. /**
  59162. * Extracts highlights from the image
  59163. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59164. */
  59165. export class HighlightsPostProcess extends PostProcess {
  59166. /**
  59167. * Extracts highlights from the image
  59168. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59169. * @param name The name of the effect.
  59170. * @param options The required width/height ratio to downsize to before computing the render pass.
  59171. * @param camera The camera to apply the render pass to.
  59172. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59173. * @param engine The engine which the post process will be applied. (default: current engine)
  59174. * @param reusable If the post process can be reused on the same frame. (default: false)
  59175. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59176. */
  59177. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59178. }
  59179. }
  59180. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59181. /** @hidden */
  59182. export var mrtFragmentDeclaration: {
  59183. name: string;
  59184. shader: string;
  59185. };
  59186. }
  59187. declare module "babylonjs/Shaders/geometry.fragment" {
  59188. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59189. /** @hidden */
  59190. export var geometryPixelShader: {
  59191. name: string;
  59192. shader: string;
  59193. };
  59194. }
  59195. declare module "babylonjs/Shaders/geometry.vertex" {
  59196. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59197. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59198. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59199. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59200. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59201. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59202. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59203. /** @hidden */
  59204. export var geometryVertexShader: {
  59205. name: string;
  59206. shader: string;
  59207. };
  59208. }
  59209. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59210. import { Matrix } from "babylonjs/Maths/math.vector";
  59211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59212. import { Mesh } from "babylonjs/Meshes/mesh";
  59213. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59214. import { Effect } from "babylonjs/Materials/effect";
  59215. import { Scene } from "babylonjs/scene";
  59216. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59217. import "babylonjs/Shaders/geometry.fragment";
  59218. import "babylonjs/Shaders/geometry.vertex";
  59219. /** @hidden */
  59220. interface ISavedTransformationMatrix {
  59221. world: Matrix;
  59222. viewProjection: Matrix;
  59223. }
  59224. /**
  59225. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59226. */
  59227. export class GeometryBufferRenderer {
  59228. /**
  59229. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59230. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59231. */
  59232. static readonly POSITION_TEXTURE_TYPE: number;
  59233. /**
  59234. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59235. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59236. */
  59237. static readonly VELOCITY_TEXTURE_TYPE: number;
  59238. /**
  59239. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59240. * in order to compute objects velocities when enableVelocity is set to "true"
  59241. * @hidden
  59242. */
  59243. _previousTransformationMatrices: {
  59244. [index: number]: ISavedTransformationMatrix;
  59245. };
  59246. /**
  59247. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59248. * in order to compute objects velocities when enableVelocity is set to "true"
  59249. * @hidden
  59250. */
  59251. _previousBonesTransformationMatrices: {
  59252. [index: number]: Float32Array;
  59253. };
  59254. /**
  59255. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59256. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59257. */
  59258. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59259. private _scene;
  59260. private _multiRenderTarget;
  59261. private _ratio;
  59262. private _enablePosition;
  59263. private _enableVelocity;
  59264. private _positionIndex;
  59265. private _velocityIndex;
  59266. protected _effect: Effect;
  59267. protected _cachedDefines: string;
  59268. /**
  59269. * Set the render list (meshes to be rendered) used in the G buffer.
  59270. */
  59271. renderList: Mesh[];
  59272. /**
  59273. * Gets wether or not G buffer are supported by the running hardware.
  59274. * This requires draw buffer supports
  59275. */
  59276. readonly isSupported: boolean;
  59277. /**
  59278. * Returns the index of the given texture type in the G-Buffer textures array
  59279. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59280. * @returns the index of the given texture type in the G-Buffer textures array
  59281. */
  59282. getTextureIndex(textureType: number): number;
  59283. /**
  59284. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59285. */
  59286. /**
  59287. * Sets whether or not objects positions are enabled for the G buffer.
  59288. */
  59289. enablePosition: boolean;
  59290. /**
  59291. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59292. */
  59293. /**
  59294. * Sets wether or not objects velocities are enabled for the G buffer.
  59295. */
  59296. enableVelocity: boolean;
  59297. /**
  59298. * Gets the scene associated with the buffer.
  59299. */
  59300. readonly scene: Scene;
  59301. /**
  59302. * Gets the ratio used by the buffer during its creation.
  59303. * How big is the buffer related to the main canvas.
  59304. */
  59305. readonly ratio: number;
  59306. /** @hidden */
  59307. static _SceneComponentInitialization: (scene: Scene) => void;
  59308. /**
  59309. * Creates a new G Buffer for the scene
  59310. * @param scene The scene the buffer belongs to
  59311. * @param ratio How big is the buffer related to the main canvas.
  59312. */
  59313. constructor(scene: Scene, ratio?: number);
  59314. /**
  59315. * Checks wether everything is ready to render a submesh to the G buffer.
  59316. * @param subMesh the submesh to check readiness for
  59317. * @param useInstances is the mesh drawn using instance or not
  59318. * @returns true if ready otherwise false
  59319. */
  59320. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  59321. /**
  59322. * Gets the current underlying G Buffer.
  59323. * @returns the buffer
  59324. */
  59325. getGBuffer(): MultiRenderTarget;
  59326. /**
  59327. * Gets the number of samples used to render the buffer (anti aliasing).
  59328. */
  59329. /**
  59330. * Sets the number of samples used to render the buffer (anti aliasing).
  59331. */
  59332. samples: number;
  59333. /**
  59334. * Disposes the renderer and frees up associated resources.
  59335. */
  59336. dispose(): void;
  59337. protected _createRenderTargets(): void;
  59338. private _copyBonesTransformationMatrices;
  59339. }
  59340. }
  59341. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  59342. import { Nullable } from "babylonjs/types";
  59343. import { Scene } from "babylonjs/scene";
  59344. import { ISceneComponent } from "babylonjs/sceneComponent";
  59345. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  59346. module "babylonjs/scene" {
  59347. interface Scene {
  59348. /** @hidden (Backing field) */
  59349. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59350. /**
  59351. * Gets or Sets the current geometry buffer associated to the scene.
  59352. */
  59353. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59354. /**
  59355. * Enables a GeometryBufferRender and associates it with the scene
  59356. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  59357. * @returns the GeometryBufferRenderer
  59358. */
  59359. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  59360. /**
  59361. * Disables the GeometryBufferRender associated with the scene
  59362. */
  59363. disableGeometryBufferRenderer(): void;
  59364. }
  59365. }
  59366. /**
  59367. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  59368. * in several rendering techniques.
  59369. */
  59370. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  59371. /**
  59372. * The component name helpful to identify the component in the list of scene components.
  59373. */
  59374. readonly name: string;
  59375. /**
  59376. * The scene the component belongs to.
  59377. */
  59378. scene: Scene;
  59379. /**
  59380. * Creates a new instance of the component for the given scene
  59381. * @param scene Defines the scene to register the component in
  59382. */
  59383. constructor(scene: Scene);
  59384. /**
  59385. * Registers the component in a given scene
  59386. */
  59387. register(): void;
  59388. /**
  59389. * Rebuilds the elements related to this component in case of
  59390. * context lost for instance.
  59391. */
  59392. rebuild(): void;
  59393. /**
  59394. * Disposes the component and the associated ressources
  59395. */
  59396. dispose(): void;
  59397. private _gatherRenderTargets;
  59398. }
  59399. }
  59400. declare module "babylonjs/Shaders/motionBlur.fragment" {
  59401. /** @hidden */
  59402. export var motionBlurPixelShader: {
  59403. name: string;
  59404. shader: string;
  59405. };
  59406. }
  59407. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  59408. import { Nullable } from "babylonjs/types";
  59409. import { Camera } from "babylonjs/Cameras/camera";
  59410. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59411. import { Scene } from "babylonjs/scene";
  59412. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59413. import "babylonjs/Animations/animatable";
  59414. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  59415. import "babylonjs/Shaders/motionBlur.fragment";
  59416. import { Engine } from "babylonjs/Engines/engine";
  59417. /**
  59418. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  59419. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  59420. * As an example, all you have to do is to create the post-process:
  59421. * var mb = new BABYLON.MotionBlurPostProcess(
  59422. * 'mb', // The name of the effect.
  59423. * scene, // The scene containing the objects to blur according to their velocity.
  59424. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  59425. * camera // The camera to apply the render pass to.
  59426. * );
  59427. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  59428. */
  59429. export class MotionBlurPostProcess extends PostProcess {
  59430. /**
  59431. * Defines how much the image is blurred by the movement. Default value is equal to 1
  59432. */
  59433. motionStrength: number;
  59434. /**
  59435. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  59436. */
  59437. /**
  59438. * Sets the number of iterations to be used for motion blur quality
  59439. */
  59440. motionBlurSamples: number;
  59441. private _motionBlurSamples;
  59442. private _geometryBufferRenderer;
  59443. /**
  59444. * Creates a new instance MotionBlurPostProcess
  59445. * @param name The name of the effect.
  59446. * @param scene The scene containing the objects to blur according to their velocity.
  59447. * @param options The required width/height ratio to downsize to before computing the render pass.
  59448. * @param camera The camera to apply the render pass to.
  59449. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59450. * @param engine The engine which the post process will be applied. (default: current engine)
  59451. * @param reusable If the post process can be reused on the same frame. (default: false)
  59452. * @param textureType Type of textures used when performing the post process. (default: 0)
  59453. * @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)
  59454. */
  59455. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59456. /**
  59457. * Excludes the given skinned mesh from computing bones velocities.
  59458. * 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.
  59459. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  59460. */
  59461. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59462. /**
  59463. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  59464. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  59465. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  59466. */
  59467. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59468. /**
  59469. * Disposes the post process.
  59470. * @param camera The camera to dispose the post process on.
  59471. */
  59472. dispose(camera?: Camera): void;
  59473. }
  59474. }
  59475. declare module "babylonjs/Shaders/refraction.fragment" {
  59476. /** @hidden */
  59477. export var refractionPixelShader: {
  59478. name: string;
  59479. shader: string;
  59480. };
  59481. }
  59482. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  59483. import { Color3 } from "babylonjs/Maths/math.color";
  59484. import { Camera } from "babylonjs/Cameras/camera";
  59485. import { Texture } from "babylonjs/Materials/Textures/texture";
  59486. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59487. import { Engine } from "babylonjs/Engines/engine";
  59488. import "babylonjs/Shaders/refraction.fragment";
  59489. /**
  59490. * Post process which applies a refractin texture
  59491. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59492. */
  59493. export class RefractionPostProcess extends PostProcess {
  59494. /** the base color of the refraction (used to taint the rendering) */
  59495. color: Color3;
  59496. /** simulated refraction depth */
  59497. depth: number;
  59498. /** the coefficient of the base color (0 to remove base color tainting) */
  59499. colorLevel: number;
  59500. private _refTexture;
  59501. private _ownRefractionTexture;
  59502. /**
  59503. * Gets or sets the refraction texture
  59504. * Please note that you are responsible for disposing the texture if you set it manually
  59505. */
  59506. refractionTexture: Texture;
  59507. /**
  59508. * Initializes the RefractionPostProcess
  59509. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59510. * @param name The name of the effect.
  59511. * @param refractionTextureUrl Url of the refraction texture to use
  59512. * @param color the base color of the refraction (used to taint the rendering)
  59513. * @param depth simulated refraction depth
  59514. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  59515. * @param camera The camera to apply the render pass to.
  59516. * @param options The required width/height ratio to downsize to before computing the render pass.
  59517. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59518. * @param engine The engine which the post process will be applied. (default: current engine)
  59519. * @param reusable If the post process can be reused on the same frame. (default: false)
  59520. */
  59521. constructor(name: string, refractionTextureUrl: string,
  59522. /** the base color of the refraction (used to taint the rendering) */
  59523. color: Color3,
  59524. /** simulated refraction depth */
  59525. depth: number,
  59526. /** the coefficient of the base color (0 to remove base color tainting) */
  59527. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59528. /**
  59529. * Disposes of the post process
  59530. * @param camera Camera to dispose post process on
  59531. */
  59532. dispose(camera: Camera): void;
  59533. }
  59534. }
  59535. declare module "babylonjs/Shaders/sharpen.fragment" {
  59536. /** @hidden */
  59537. export var sharpenPixelShader: {
  59538. name: string;
  59539. shader: string;
  59540. };
  59541. }
  59542. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  59543. import { Nullable } from "babylonjs/types";
  59544. import { Camera } from "babylonjs/Cameras/camera";
  59545. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59546. import "babylonjs/Shaders/sharpen.fragment";
  59547. import { Engine } from "babylonjs/Engines/engine";
  59548. /**
  59549. * The SharpenPostProcess applies a sharpen kernel to every pixel
  59550. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59551. */
  59552. export class SharpenPostProcess extends PostProcess {
  59553. /**
  59554. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  59555. */
  59556. colorAmount: number;
  59557. /**
  59558. * How much sharpness should be applied (default: 0.3)
  59559. */
  59560. edgeAmount: number;
  59561. /**
  59562. * Creates a new instance ConvolutionPostProcess
  59563. * @param name The name of the effect.
  59564. * @param options The required width/height ratio to downsize to before computing the render pass.
  59565. * @param camera The camera to apply the render pass to.
  59566. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59567. * @param engine The engine which the post process will be applied. (default: current engine)
  59568. * @param reusable If the post process can be reused on the same frame. (default: false)
  59569. * @param textureType Type of textures used when performing the post process. (default: 0)
  59570. * @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)
  59571. */
  59572. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59573. }
  59574. }
  59575. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  59576. import { Nullable } from "babylonjs/types";
  59577. import { Camera } from "babylonjs/Cameras/camera";
  59578. import { Engine } from "babylonjs/Engines/engine";
  59579. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59580. import { IInspectable } from "babylonjs/Misc/iInspectable";
  59581. /**
  59582. * PostProcessRenderPipeline
  59583. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59584. */
  59585. export class PostProcessRenderPipeline {
  59586. private engine;
  59587. private _renderEffects;
  59588. private _renderEffectsForIsolatedPass;
  59589. /**
  59590. * List of inspectable custom properties (used by the Inspector)
  59591. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  59592. */
  59593. inspectableCustomProperties: IInspectable[];
  59594. /**
  59595. * @hidden
  59596. */
  59597. protected _cameras: Camera[];
  59598. /** @hidden */
  59599. _name: string;
  59600. /**
  59601. * Gets pipeline name
  59602. */
  59603. readonly name: string;
  59604. /**
  59605. * Initializes a PostProcessRenderPipeline
  59606. * @param engine engine to add the pipeline to
  59607. * @param name name of the pipeline
  59608. */
  59609. constructor(engine: Engine, name: string);
  59610. /**
  59611. * Gets the class name
  59612. * @returns "PostProcessRenderPipeline"
  59613. */
  59614. getClassName(): string;
  59615. /**
  59616. * If all the render effects in the pipeline are supported
  59617. */
  59618. readonly isSupported: boolean;
  59619. /**
  59620. * Adds an effect to the pipeline
  59621. * @param renderEffect the effect to add
  59622. */
  59623. addEffect(renderEffect: PostProcessRenderEffect): void;
  59624. /** @hidden */
  59625. _rebuild(): void;
  59626. /** @hidden */
  59627. _enableEffect(renderEffectName: string, cameras: Camera): void;
  59628. /** @hidden */
  59629. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  59630. /** @hidden */
  59631. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  59632. /** @hidden */
  59633. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  59634. /** @hidden */
  59635. _attachCameras(cameras: Camera, unique: boolean): void;
  59636. /** @hidden */
  59637. _attachCameras(cameras: Camera[], unique: boolean): void;
  59638. /** @hidden */
  59639. _detachCameras(cameras: Camera): void;
  59640. /** @hidden */
  59641. _detachCameras(cameras: Nullable<Camera[]>): void;
  59642. /** @hidden */
  59643. _update(): void;
  59644. /** @hidden */
  59645. _reset(): void;
  59646. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  59647. /**
  59648. * Disposes of the pipeline
  59649. */
  59650. dispose(): void;
  59651. }
  59652. }
  59653. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  59654. import { Camera } from "babylonjs/Cameras/camera";
  59655. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  59656. /**
  59657. * PostProcessRenderPipelineManager class
  59658. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59659. */
  59660. export class PostProcessRenderPipelineManager {
  59661. private _renderPipelines;
  59662. /**
  59663. * Initializes a PostProcessRenderPipelineManager
  59664. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59665. */
  59666. constructor();
  59667. /**
  59668. * Gets the list of supported render pipelines
  59669. */
  59670. readonly supportedPipelines: PostProcessRenderPipeline[];
  59671. /**
  59672. * Adds a pipeline to the manager
  59673. * @param renderPipeline The pipeline to add
  59674. */
  59675. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  59676. /**
  59677. * Attaches a camera to the pipeline
  59678. * @param renderPipelineName The name of the pipeline to attach to
  59679. * @param cameras the camera to attach
  59680. * @param unique if the camera can be attached multiple times to the pipeline
  59681. */
  59682. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  59683. /**
  59684. * Detaches a camera from the pipeline
  59685. * @param renderPipelineName The name of the pipeline to detach from
  59686. * @param cameras the camera to detach
  59687. */
  59688. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  59689. /**
  59690. * Enables an effect by name on a pipeline
  59691. * @param renderPipelineName the name of the pipeline to enable the effect in
  59692. * @param renderEffectName the name of the effect to enable
  59693. * @param cameras the cameras that the effect should be enabled on
  59694. */
  59695. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  59696. /**
  59697. * Disables an effect by name on a pipeline
  59698. * @param renderPipelineName the name of the pipeline to disable the effect in
  59699. * @param renderEffectName the name of the effect to disable
  59700. * @param cameras the cameras that the effect should be disabled on
  59701. */
  59702. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  59703. /**
  59704. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  59705. */
  59706. update(): void;
  59707. /** @hidden */
  59708. _rebuild(): void;
  59709. /**
  59710. * Disposes of the manager and pipelines
  59711. */
  59712. dispose(): void;
  59713. }
  59714. }
  59715. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  59716. import { ISceneComponent } from "babylonjs/sceneComponent";
  59717. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  59718. import { Scene } from "babylonjs/scene";
  59719. module "babylonjs/scene" {
  59720. interface Scene {
  59721. /** @hidden (Backing field) */
  59722. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  59723. /**
  59724. * Gets the postprocess render pipeline manager
  59725. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59726. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  59727. */
  59728. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  59729. }
  59730. }
  59731. /**
  59732. * Defines the Render Pipeline scene component responsible to rendering pipelines
  59733. */
  59734. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  59735. /**
  59736. * The component name helpfull to identify the component in the list of scene components.
  59737. */
  59738. readonly name: string;
  59739. /**
  59740. * The scene the component belongs to.
  59741. */
  59742. scene: Scene;
  59743. /**
  59744. * Creates a new instance of the component for the given scene
  59745. * @param scene Defines the scene to register the component in
  59746. */
  59747. constructor(scene: Scene);
  59748. /**
  59749. * Registers the component in a given scene
  59750. */
  59751. register(): void;
  59752. /**
  59753. * Rebuilds the elements related to this component in case of
  59754. * context lost for instance.
  59755. */
  59756. rebuild(): void;
  59757. /**
  59758. * Disposes the component and the associated ressources
  59759. */
  59760. dispose(): void;
  59761. private _gatherRenderTargets;
  59762. }
  59763. }
  59764. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  59765. import { Nullable } from "babylonjs/types";
  59766. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59767. import { Camera } from "babylonjs/Cameras/camera";
  59768. import { IDisposable } from "babylonjs/scene";
  59769. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  59770. import { Scene } from "babylonjs/scene";
  59771. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  59772. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  59773. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  59774. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  59775. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  59776. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  59777. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  59778. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  59779. import { Animation } from "babylonjs/Animations/animation";
  59780. /**
  59781. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  59782. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  59783. */
  59784. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  59785. private _scene;
  59786. private _camerasToBeAttached;
  59787. /**
  59788. * ID of the sharpen post process,
  59789. */
  59790. private readonly SharpenPostProcessId;
  59791. /**
  59792. * @ignore
  59793. * ID of the image processing post process;
  59794. */
  59795. readonly ImageProcessingPostProcessId: string;
  59796. /**
  59797. * @ignore
  59798. * ID of the Fast Approximate Anti-Aliasing post process;
  59799. */
  59800. readonly FxaaPostProcessId: string;
  59801. /**
  59802. * ID of the chromatic aberration post process,
  59803. */
  59804. private readonly ChromaticAberrationPostProcessId;
  59805. /**
  59806. * ID of the grain post process
  59807. */
  59808. private readonly GrainPostProcessId;
  59809. /**
  59810. * Sharpen post process which will apply a sharpen convolution to enhance edges
  59811. */
  59812. sharpen: SharpenPostProcess;
  59813. private _sharpenEffect;
  59814. private bloom;
  59815. /**
  59816. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  59817. */
  59818. depthOfField: DepthOfFieldEffect;
  59819. /**
  59820. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  59821. */
  59822. fxaa: FxaaPostProcess;
  59823. /**
  59824. * Image post processing pass used to perform operations such as tone mapping or color grading.
  59825. */
  59826. imageProcessing: ImageProcessingPostProcess;
  59827. /**
  59828. * Chromatic aberration post process which will shift rgb colors in the image
  59829. */
  59830. chromaticAberration: ChromaticAberrationPostProcess;
  59831. private _chromaticAberrationEffect;
  59832. /**
  59833. * Grain post process which add noise to the image
  59834. */
  59835. grain: GrainPostProcess;
  59836. private _grainEffect;
  59837. /**
  59838. * Glow post process which adds a glow to emissive areas of the image
  59839. */
  59840. private _glowLayer;
  59841. /**
  59842. * Animations which can be used to tweak settings over a period of time
  59843. */
  59844. animations: Animation[];
  59845. private _imageProcessingConfigurationObserver;
  59846. private _sharpenEnabled;
  59847. private _bloomEnabled;
  59848. private _depthOfFieldEnabled;
  59849. private _depthOfFieldBlurLevel;
  59850. private _fxaaEnabled;
  59851. private _imageProcessingEnabled;
  59852. private _defaultPipelineTextureType;
  59853. private _bloomScale;
  59854. private _chromaticAberrationEnabled;
  59855. private _grainEnabled;
  59856. private _buildAllowed;
  59857. /**
  59858. * Gets active scene
  59859. */
  59860. readonly scene: Scene;
  59861. /**
  59862. * Enable or disable the sharpen process from the pipeline
  59863. */
  59864. sharpenEnabled: boolean;
  59865. private _resizeObserver;
  59866. private _hardwareScaleLevel;
  59867. private _bloomKernel;
  59868. /**
  59869. * Specifies the size of the bloom blur kernel, relative to the final output size
  59870. */
  59871. bloomKernel: number;
  59872. /**
  59873. * Specifies the weight of the bloom in the final rendering
  59874. */
  59875. private _bloomWeight;
  59876. /**
  59877. * Specifies the luma threshold for the area that will be blurred by the bloom
  59878. */
  59879. private _bloomThreshold;
  59880. private _hdr;
  59881. /**
  59882. * The strength of the bloom.
  59883. */
  59884. bloomWeight: number;
  59885. /**
  59886. * The strength of the bloom.
  59887. */
  59888. bloomThreshold: number;
  59889. /**
  59890. * The scale of the bloom, lower value will provide better performance.
  59891. */
  59892. bloomScale: number;
  59893. /**
  59894. * Enable or disable the bloom from the pipeline
  59895. */
  59896. bloomEnabled: boolean;
  59897. private _rebuildBloom;
  59898. /**
  59899. * If the depth of field is enabled.
  59900. */
  59901. depthOfFieldEnabled: boolean;
  59902. /**
  59903. * Blur level of the depth of field effect. (Higher blur will effect performance)
  59904. */
  59905. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  59906. /**
  59907. * If the anti aliasing is enabled.
  59908. */
  59909. fxaaEnabled: boolean;
  59910. private _samples;
  59911. /**
  59912. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  59913. */
  59914. samples: number;
  59915. /**
  59916. * If image processing is enabled.
  59917. */
  59918. imageProcessingEnabled: boolean;
  59919. /**
  59920. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  59921. */
  59922. glowLayerEnabled: boolean;
  59923. /**
  59924. * Gets the glow layer (or null if not defined)
  59925. */
  59926. readonly glowLayer: Nullable<GlowLayer>;
  59927. /**
  59928. * Enable or disable the chromaticAberration process from the pipeline
  59929. */
  59930. chromaticAberrationEnabled: boolean;
  59931. /**
  59932. * Enable or disable the grain process from the pipeline
  59933. */
  59934. grainEnabled: boolean;
  59935. /**
  59936. * @constructor
  59937. * @param name - The rendering pipeline name (default: "")
  59938. * @param hdr - If high dynamic range textures should be used (default: true)
  59939. * @param scene - The scene linked to this pipeline (default: the last created scene)
  59940. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  59941. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  59942. */
  59943. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  59944. /**
  59945. * Get the class name
  59946. * @returns "DefaultRenderingPipeline"
  59947. */
  59948. getClassName(): string;
  59949. /**
  59950. * Force the compilation of the entire pipeline.
  59951. */
  59952. prepare(): void;
  59953. private _hasCleared;
  59954. private _prevPostProcess;
  59955. private _prevPrevPostProcess;
  59956. private _setAutoClearAndTextureSharing;
  59957. private _depthOfFieldSceneObserver;
  59958. private _buildPipeline;
  59959. private _disposePostProcesses;
  59960. /**
  59961. * Adds a camera to the pipeline
  59962. * @param camera the camera to be added
  59963. */
  59964. addCamera(camera: Camera): void;
  59965. /**
  59966. * Removes a camera from the pipeline
  59967. * @param camera the camera to remove
  59968. */
  59969. removeCamera(camera: Camera): void;
  59970. /**
  59971. * Dispose of the pipeline and stop all post processes
  59972. */
  59973. dispose(): void;
  59974. /**
  59975. * Serialize the rendering pipeline (Used when exporting)
  59976. * @returns the serialized object
  59977. */
  59978. serialize(): any;
  59979. /**
  59980. * Parse the serialized pipeline
  59981. * @param source Source pipeline.
  59982. * @param scene The scene to load the pipeline to.
  59983. * @param rootUrl The URL of the serialized pipeline.
  59984. * @returns An instantiated pipeline from the serialized object.
  59985. */
  59986. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  59987. }
  59988. }
  59989. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  59990. /** @hidden */
  59991. export var lensHighlightsPixelShader: {
  59992. name: string;
  59993. shader: string;
  59994. };
  59995. }
  59996. declare module "babylonjs/Shaders/depthOfField.fragment" {
  59997. /** @hidden */
  59998. export var depthOfFieldPixelShader: {
  59999. name: string;
  60000. shader: string;
  60001. };
  60002. }
  60003. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60004. import { Camera } from "babylonjs/Cameras/camera";
  60005. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60006. import { Scene } from "babylonjs/scene";
  60007. import "babylonjs/Shaders/chromaticAberration.fragment";
  60008. import "babylonjs/Shaders/lensHighlights.fragment";
  60009. import "babylonjs/Shaders/depthOfField.fragment";
  60010. /**
  60011. * BABYLON.JS Chromatic Aberration GLSL Shader
  60012. * Author: Olivier Guyot
  60013. * Separates very slightly R, G and B colors on the edges of the screen
  60014. * Inspired by Francois Tarlier & Martins Upitis
  60015. */
  60016. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60017. /**
  60018. * @ignore
  60019. * The chromatic aberration PostProcess id in the pipeline
  60020. */
  60021. LensChromaticAberrationEffect: string;
  60022. /**
  60023. * @ignore
  60024. * The highlights enhancing PostProcess id in the pipeline
  60025. */
  60026. HighlightsEnhancingEffect: string;
  60027. /**
  60028. * @ignore
  60029. * The depth-of-field PostProcess id in the pipeline
  60030. */
  60031. LensDepthOfFieldEffect: string;
  60032. private _scene;
  60033. private _depthTexture;
  60034. private _grainTexture;
  60035. private _chromaticAberrationPostProcess;
  60036. private _highlightsPostProcess;
  60037. private _depthOfFieldPostProcess;
  60038. private _edgeBlur;
  60039. private _grainAmount;
  60040. private _chromaticAberration;
  60041. private _distortion;
  60042. private _highlightsGain;
  60043. private _highlightsThreshold;
  60044. private _dofDistance;
  60045. private _dofAperture;
  60046. private _dofDarken;
  60047. private _dofPentagon;
  60048. private _blurNoise;
  60049. /**
  60050. * @constructor
  60051. *
  60052. * Effect parameters are as follow:
  60053. * {
  60054. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60055. * edge_blur: number; // from 0 to x (1 for realism)
  60056. * distortion: number; // from 0 to x (1 for realism)
  60057. * grain_amount: number; // from 0 to 1
  60058. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60059. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60060. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60061. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60062. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60063. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60064. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60065. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60066. * }
  60067. * Note: if an effect parameter is unset, effect is disabled
  60068. *
  60069. * @param name The rendering pipeline name
  60070. * @param parameters - An object containing all parameters (see above)
  60071. * @param scene The scene linked to this pipeline
  60072. * @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)
  60073. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60074. */
  60075. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60076. /**
  60077. * Get the class name
  60078. * @returns "LensRenderingPipeline"
  60079. */
  60080. getClassName(): string;
  60081. /**
  60082. * Gets associated scene
  60083. */
  60084. readonly scene: Scene;
  60085. /**
  60086. * Gets or sets the edge blur
  60087. */
  60088. edgeBlur: number;
  60089. /**
  60090. * Gets or sets the grain amount
  60091. */
  60092. grainAmount: number;
  60093. /**
  60094. * Gets or sets the chromatic aberration amount
  60095. */
  60096. chromaticAberration: number;
  60097. /**
  60098. * Gets or sets the depth of field aperture
  60099. */
  60100. dofAperture: number;
  60101. /**
  60102. * Gets or sets the edge distortion
  60103. */
  60104. edgeDistortion: number;
  60105. /**
  60106. * Gets or sets the depth of field distortion
  60107. */
  60108. dofDistortion: number;
  60109. /**
  60110. * Gets or sets the darken out of focus amount
  60111. */
  60112. darkenOutOfFocus: number;
  60113. /**
  60114. * Gets or sets a boolean indicating if blur noise is enabled
  60115. */
  60116. blurNoise: boolean;
  60117. /**
  60118. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60119. */
  60120. pentagonBokeh: boolean;
  60121. /**
  60122. * Gets or sets the highlight grain amount
  60123. */
  60124. highlightsGain: number;
  60125. /**
  60126. * Gets or sets the highlight threshold
  60127. */
  60128. highlightsThreshold: number;
  60129. /**
  60130. * Sets the amount of blur at the edges
  60131. * @param amount blur amount
  60132. */
  60133. setEdgeBlur(amount: number): void;
  60134. /**
  60135. * Sets edge blur to 0
  60136. */
  60137. disableEdgeBlur(): void;
  60138. /**
  60139. * Sets the amout of grain
  60140. * @param amount Amount of grain
  60141. */
  60142. setGrainAmount(amount: number): void;
  60143. /**
  60144. * Set grain amount to 0
  60145. */
  60146. disableGrain(): void;
  60147. /**
  60148. * Sets the chromatic aberration amount
  60149. * @param amount amount of chromatic aberration
  60150. */
  60151. setChromaticAberration(amount: number): void;
  60152. /**
  60153. * Sets chromatic aberration amount to 0
  60154. */
  60155. disableChromaticAberration(): void;
  60156. /**
  60157. * Sets the EdgeDistortion amount
  60158. * @param amount amount of EdgeDistortion
  60159. */
  60160. setEdgeDistortion(amount: number): void;
  60161. /**
  60162. * Sets edge distortion to 0
  60163. */
  60164. disableEdgeDistortion(): void;
  60165. /**
  60166. * Sets the FocusDistance amount
  60167. * @param amount amount of FocusDistance
  60168. */
  60169. setFocusDistance(amount: number): void;
  60170. /**
  60171. * Disables depth of field
  60172. */
  60173. disableDepthOfField(): void;
  60174. /**
  60175. * Sets the Aperture amount
  60176. * @param amount amount of Aperture
  60177. */
  60178. setAperture(amount: number): void;
  60179. /**
  60180. * Sets the DarkenOutOfFocus amount
  60181. * @param amount amount of DarkenOutOfFocus
  60182. */
  60183. setDarkenOutOfFocus(amount: number): void;
  60184. private _pentagonBokehIsEnabled;
  60185. /**
  60186. * Creates a pentagon bokeh effect
  60187. */
  60188. enablePentagonBokeh(): void;
  60189. /**
  60190. * Disables the pentagon bokeh effect
  60191. */
  60192. disablePentagonBokeh(): void;
  60193. /**
  60194. * Enables noise blur
  60195. */
  60196. enableNoiseBlur(): void;
  60197. /**
  60198. * Disables noise blur
  60199. */
  60200. disableNoiseBlur(): void;
  60201. /**
  60202. * Sets the HighlightsGain amount
  60203. * @param amount amount of HighlightsGain
  60204. */
  60205. setHighlightsGain(amount: number): void;
  60206. /**
  60207. * Sets the HighlightsThreshold amount
  60208. * @param amount amount of HighlightsThreshold
  60209. */
  60210. setHighlightsThreshold(amount: number): void;
  60211. /**
  60212. * Disables highlights
  60213. */
  60214. disableHighlights(): void;
  60215. /**
  60216. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60217. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60218. */
  60219. dispose(disableDepthRender?: boolean): void;
  60220. private _createChromaticAberrationPostProcess;
  60221. private _createHighlightsPostProcess;
  60222. private _createDepthOfFieldPostProcess;
  60223. private _createGrainTexture;
  60224. }
  60225. }
  60226. declare module "babylonjs/Shaders/ssao2.fragment" {
  60227. /** @hidden */
  60228. export var ssao2PixelShader: {
  60229. name: string;
  60230. shader: string;
  60231. };
  60232. }
  60233. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60234. /** @hidden */
  60235. export var ssaoCombinePixelShader: {
  60236. name: string;
  60237. shader: string;
  60238. };
  60239. }
  60240. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60241. import { Camera } from "babylonjs/Cameras/camera";
  60242. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60243. import { Scene } from "babylonjs/scene";
  60244. import "babylonjs/Shaders/ssao2.fragment";
  60245. import "babylonjs/Shaders/ssaoCombine.fragment";
  60246. /**
  60247. * Render pipeline to produce ssao effect
  60248. */
  60249. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60250. /**
  60251. * @ignore
  60252. * The PassPostProcess id in the pipeline that contains the original scene color
  60253. */
  60254. SSAOOriginalSceneColorEffect: string;
  60255. /**
  60256. * @ignore
  60257. * The SSAO PostProcess id in the pipeline
  60258. */
  60259. SSAORenderEffect: string;
  60260. /**
  60261. * @ignore
  60262. * The horizontal blur PostProcess id in the pipeline
  60263. */
  60264. SSAOBlurHRenderEffect: string;
  60265. /**
  60266. * @ignore
  60267. * The vertical blur PostProcess id in the pipeline
  60268. */
  60269. SSAOBlurVRenderEffect: string;
  60270. /**
  60271. * @ignore
  60272. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60273. */
  60274. SSAOCombineRenderEffect: string;
  60275. /**
  60276. * The output strength of the SSAO post-process. Default value is 1.0.
  60277. */
  60278. totalStrength: number;
  60279. /**
  60280. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60281. */
  60282. maxZ: number;
  60283. /**
  60284. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60285. */
  60286. minZAspect: number;
  60287. private _samples;
  60288. /**
  60289. * Number of samples used for the SSAO calculations. Default value is 8
  60290. */
  60291. samples: number;
  60292. private _textureSamples;
  60293. /**
  60294. * Number of samples to use for antialiasing
  60295. */
  60296. textureSamples: number;
  60297. /**
  60298. * Ratio object used for SSAO ratio and blur ratio
  60299. */
  60300. private _ratio;
  60301. /**
  60302. * Dynamically generated sphere sampler.
  60303. */
  60304. private _sampleSphere;
  60305. /**
  60306. * Blur filter offsets
  60307. */
  60308. private _samplerOffsets;
  60309. private _expensiveBlur;
  60310. /**
  60311. * If bilateral blur should be used
  60312. */
  60313. expensiveBlur: boolean;
  60314. /**
  60315. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60316. */
  60317. radius: number;
  60318. /**
  60319. * The base color of the SSAO post-process
  60320. * The final result is "base + ssao" between [0, 1]
  60321. */
  60322. base: number;
  60323. /**
  60324. * Support test.
  60325. */
  60326. static readonly IsSupported: boolean;
  60327. private _scene;
  60328. private _depthTexture;
  60329. private _normalTexture;
  60330. private _randomTexture;
  60331. private _originalColorPostProcess;
  60332. private _ssaoPostProcess;
  60333. private _blurHPostProcess;
  60334. private _blurVPostProcess;
  60335. private _ssaoCombinePostProcess;
  60336. private _firstUpdate;
  60337. /**
  60338. * Gets active scene
  60339. */
  60340. readonly scene: Scene;
  60341. /**
  60342. * @constructor
  60343. * @param name The rendering pipeline name
  60344. * @param scene The scene linked to this pipeline
  60345. * @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 }
  60346. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60347. */
  60348. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60349. /**
  60350. * Get the class name
  60351. * @returns "SSAO2RenderingPipeline"
  60352. */
  60353. getClassName(): string;
  60354. /**
  60355. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60356. */
  60357. dispose(disableGeometryBufferRenderer?: boolean): void;
  60358. private _createBlurPostProcess;
  60359. /** @hidden */
  60360. _rebuild(): void;
  60361. private _bits;
  60362. private _radicalInverse_VdC;
  60363. private _hammersley;
  60364. private _hemisphereSample_uniform;
  60365. private _generateHemisphere;
  60366. private _createSSAOPostProcess;
  60367. private _createSSAOCombinePostProcess;
  60368. private _createRandomTexture;
  60369. /**
  60370. * Serialize the rendering pipeline (Used when exporting)
  60371. * @returns the serialized object
  60372. */
  60373. serialize(): any;
  60374. /**
  60375. * Parse the serialized pipeline
  60376. * @param source Source pipeline.
  60377. * @param scene The scene to load the pipeline to.
  60378. * @param rootUrl The URL of the serialized pipeline.
  60379. * @returns An instantiated pipeline from the serialized object.
  60380. */
  60381. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  60382. }
  60383. }
  60384. declare module "babylonjs/Shaders/ssao.fragment" {
  60385. /** @hidden */
  60386. export var ssaoPixelShader: {
  60387. name: string;
  60388. shader: string;
  60389. };
  60390. }
  60391. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  60392. import { Camera } from "babylonjs/Cameras/camera";
  60393. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60394. import { Scene } from "babylonjs/scene";
  60395. import "babylonjs/Shaders/ssao.fragment";
  60396. import "babylonjs/Shaders/ssaoCombine.fragment";
  60397. /**
  60398. * Render pipeline to produce ssao effect
  60399. */
  60400. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  60401. /**
  60402. * @ignore
  60403. * The PassPostProcess id in the pipeline that contains the original scene color
  60404. */
  60405. SSAOOriginalSceneColorEffect: string;
  60406. /**
  60407. * @ignore
  60408. * The SSAO PostProcess id in the pipeline
  60409. */
  60410. SSAORenderEffect: string;
  60411. /**
  60412. * @ignore
  60413. * The horizontal blur PostProcess id in the pipeline
  60414. */
  60415. SSAOBlurHRenderEffect: string;
  60416. /**
  60417. * @ignore
  60418. * The vertical blur PostProcess id in the pipeline
  60419. */
  60420. SSAOBlurVRenderEffect: string;
  60421. /**
  60422. * @ignore
  60423. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60424. */
  60425. SSAOCombineRenderEffect: string;
  60426. /**
  60427. * The output strength of the SSAO post-process. Default value is 1.0.
  60428. */
  60429. totalStrength: number;
  60430. /**
  60431. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  60432. */
  60433. radius: number;
  60434. /**
  60435. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  60436. * Must not be equal to fallOff and superior to fallOff.
  60437. * Default value is 0.0075
  60438. */
  60439. area: number;
  60440. /**
  60441. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  60442. * Must not be equal to area and inferior to area.
  60443. * Default value is 0.000001
  60444. */
  60445. fallOff: number;
  60446. /**
  60447. * The base color of the SSAO post-process
  60448. * The final result is "base + ssao" between [0, 1]
  60449. */
  60450. base: number;
  60451. private _scene;
  60452. private _depthTexture;
  60453. private _randomTexture;
  60454. private _originalColorPostProcess;
  60455. private _ssaoPostProcess;
  60456. private _blurHPostProcess;
  60457. private _blurVPostProcess;
  60458. private _ssaoCombinePostProcess;
  60459. private _firstUpdate;
  60460. /**
  60461. * Gets active scene
  60462. */
  60463. readonly scene: Scene;
  60464. /**
  60465. * @constructor
  60466. * @param name - The rendering pipeline name
  60467. * @param scene - The scene linked to this pipeline
  60468. * @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 }
  60469. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  60470. */
  60471. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60472. /**
  60473. * Get the class name
  60474. * @returns "SSAORenderingPipeline"
  60475. */
  60476. getClassName(): string;
  60477. /**
  60478. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60479. */
  60480. dispose(disableDepthRender?: boolean): void;
  60481. private _createBlurPostProcess;
  60482. /** @hidden */
  60483. _rebuild(): void;
  60484. private _createSSAOPostProcess;
  60485. private _createSSAOCombinePostProcess;
  60486. private _createRandomTexture;
  60487. }
  60488. }
  60489. declare module "babylonjs/Shaders/standard.fragment" {
  60490. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  60491. /** @hidden */
  60492. export var standardPixelShader: {
  60493. name: string;
  60494. shader: string;
  60495. };
  60496. }
  60497. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  60498. import { Nullable } from "babylonjs/types";
  60499. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60500. import { Camera } from "babylonjs/Cameras/camera";
  60501. import { Texture } from "babylonjs/Materials/Textures/texture";
  60502. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60503. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60504. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60505. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60506. import { IDisposable } from "babylonjs/scene";
  60507. import { SpotLight } from "babylonjs/Lights/spotLight";
  60508. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  60509. import { Scene } from "babylonjs/scene";
  60510. import { Animation } from "babylonjs/Animations/animation";
  60511. import "babylonjs/Shaders/standard.fragment";
  60512. /**
  60513. * Standard rendering pipeline
  60514. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  60515. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  60516. */
  60517. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60518. /**
  60519. * Public members
  60520. */
  60521. /**
  60522. * Post-process which contains the original scene color before the pipeline applies all the effects
  60523. */
  60524. originalPostProcess: Nullable<PostProcess>;
  60525. /**
  60526. * Post-process used to down scale an image x4
  60527. */
  60528. downSampleX4PostProcess: Nullable<PostProcess>;
  60529. /**
  60530. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  60531. */
  60532. brightPassPostProcess: Nullable<PostProcess>;
  60533. /**
  60534. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  60535. */
  60536. blurHPostProcesses: PostProcess[];
  60537. /**
  60538. * Post-process array storing all the vertical blur post-processes used by the pipeline
  60539. */
  60540. blurVPostProcesses: PostProcess[];
  60541. /**
  60542. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  60543. */
  60544. textureAdderPostProcess: Nullable<PostProcess>;
  60545. /**
  60546. * Post-process used to create volumetric lighting effect
  60547. */
  60548. volumetricLightPostProcess: Nullable<PostProcess>;
  60549. /**
  60550. * Post-process used to smooth the previous volumetric light post-process on the X axis
  60551. */
  60552. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  60553. /**
  60554. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  60555. */
  60556. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  60557. /**
  60558. * Post-process used to merge the volumetric light effect and the real scene color
  60559. */
  60560. volumetricLightMergePostProces: Nullable<PostProcess>;
  60561. /**
  60562. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  60563. */
  60564. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  60565. /**
  60566. * Base post-process used to calculate the average luminance of the final image for HDR
  60567. */
  60568. luminancePostProcess: Nullable<PostProcess>;
  60569. /**
  60570. * Post-processes used to create down sample post-processes in order to get
  60571. * the average luminance of the final image for HDR
  60572. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  60573. */
  60574. luminanceDownSamplePostProcesses: PostProcess[];
  60575. /**
  60576. * Post-process used to create a HDR effect (light adaptation)
  60577. */
  60578. hdrPostProcess: Nullable<PostProcess>;
  60579. /**
  60580. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  60581. */
  60582. textureAdderFinalPostProcess: Nullable<PostProcess>;
  60583. /**
  60584. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  60585. */
  60586. lensFlareFinalPostProcess: Nullable<PostProcess>;
  60587. /**
  60588. * Post-process used to merge the final HDR post-process and the real scene color
  60589. */
  60590. hdrFinalPostProcess: Nullable<PostProcess>;
  60591. /**
  60592. * Post-process used to create a lens flare effect
  60593. */
  60594. lensFlarePostProcess: Nullable<PostProcess>;
  60595. /**
  60596. * Post-process that merges the result of the lens flare post-process and the real scene color
  60597. */
  60598. lensFlareComposePostProcess: Nullable<PostProcess>;
  60599. /**
  60600. * Post-process used to create a motion blur effect
  60601. */
  60602. motionBlurPostProcess: Nullable<PostProcess>;
  60603. /**
  60604. * Post-process used to create a depth of field effect
  60605. */
  60606. depthOfFieldPostProcess: Nullable<PostProcess>;
  60607. /**
  60608. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60609. */
  60610. fxaaPostProcess: Nullable<FxaaPostProcess>;
  60611. /**
  60612. * Represents the brightness threshold in order to configure the illuminated surfaces
  60613. */
  60614. brightThreshold: number;
  60615. /**
  60616. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  60617. */
  60618. blurWidth: number;
  60619. /**
  60620. * Sets if the blur for highlighted surfaces must be only horizontal
  60621. */
  60622. horizontalBlur: boolean;
  60623. /**
  60624. * Gets the overall exposure used by the pipeline
  60625. */
  60626. /**
  60627. * Sets the overall exposure used by the pipeline
  60628. */
  60629. exposure: number;
  60630. /**
  60631. * Texture used typically to simulate "dirty" on camera lens
  60632. */
  60633. lensTexture: Nullable<Texture>;
  60634. /**
  60635. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  60636. */
  60637. volumetricLightCoefficient: number;
  60638. /**
  60639. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  60640. */
  60641. volumetricLightPower: number;
  60642. /**
  60643. * Used the set the blur intensity to smooth the volumetric lights
  60644. */
  60645. volumetricLightBlurScale: number;
  60646. /**
  60647. * Light (spot or directional) used to generate the volumetric lights rays
  60648. * The source light must have a shadow generate so the pipeline can get its
  60649. * depth map
  60650. */
  60651. sourceLight: Nullable<SpotLight | DirectionalLight>;
  60652. /**
  60653. * For eye adaptation, represents the minimum luminance the eye can see
  60654. */
  60655. hdrMinimumLuminance: number;
  60656. /**
  60657. * For eye adaptation, represents the decrease luminance speed
  60658. */
  60659. hdrDecreaseRate: number;
  60660. /**
  60661. * For eye adaptation, represents the increase luminance speed
  60662. */
  60663. hdrIncreaseRate: number;
  60664. /**
  60665. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  60666. */
  60667. /**
  60668. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  60669. */
  60670. hdrAutoExposure: boolean;
  60671. /**
  60672. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  60673. */
  60674. lensColorTexture: Nullable<Texture>;
  60675. /**
  60676. * The overall strengh for the lens flare effect
  60677. */
  60678. lensFlareStrength: number;
  60679. /**
  60680. * Dispersion coefficient for lens flare ghosts
  60681. */
  60682. lensFlareGhostDispersal: number;
  60683. /**
  60684. * Main lens flare halo width
  60685. */
  60686. lensFlareHaloWidth: number;
  60687. /**
  60688. * Based on the lens distortion effect, defines how much the lens flare result
  60689. * is distorted
  60690. */
  60691. lensFlareDistortionStrength: number;
  60692. /**
  60693. * Lens star texture must be used to simulate rays on the flares and is available
  60694. * in the documentation
  60695. */
  60696. lensStarTexture: Nullable<Texture>;
  60697. /**
  60698. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  60699. * flare effect by taking account of the dirt texture
  60700. */
  60701. lensFlareDirtTexture: Nullable<Texture>;
  60702. /**
  60703. * Represents the focal length for the depth of field effect
  60704. */
  60705. depthOfFieldDistance: number;
  60706. /**
  60707. * Represents the blur intensity for the blurred part of the depth of field effect
  60708. */
  60709. depthOfFieldBlurWidth: number;
  60710. /**
  60711. * Gets how much the image is blurred by the movement while using the motion blur post-process
  60712. */
  60713. /**
  60714. * Sets how much the image is blurred by the movement while using the motion blur post-process
  60715. */
  60716. motionStrength: number;
  60717. /**
  60718. * Gets wether or not the motion blur post-process is object based or screen based.
  60719. */
  60720. /**
  60721. * Sets wether or not the motion blur post-process should be object based or screen based
  60722. */
  60723. objectBasedMotionBlur: boolean;
  60724. /**
  60725. * List of animations for the pipeline (IAnimatable implementation)
  60726. */
  60727. animations: Animation[];
  60728. /**
  60729. * Private members
  60730. */
  60731. private _scene;
  60732. private _currentDepthOfFieldSource;
  60733. private _basePostProcess;
  60734. private _fixedExposure;
  60735. private _currentExposure;
  60736. private _hdrAutoExposure;
  60737. private _hdrCurrentLuminance;
  60738. private _motionStrength;
  60739. private _isObjectBasedMotionBlur;
  60740. private _floatTextureType;
  60741. private _ratio;
  60742. private _bloomEnabled;
  60743. private _depthOfFieldEnabled;
  60744. private _vlsEnabled;
  60745. private _lensFlareEnabled;
  60746. private _hdrEnabled;
  60747. private _motionBlurEnabled;
  60748. private _fxaaEnabled;
  60749. private _motionBlurSamples;
  60750. private _volumetricLightStepsCount;
  60751. private _samples;
  60752. /**
  60753. * @ignore
  60754. * Specifies if the bloom pipeline is enabled
  60755. */
  60756. BloomEnabled: boolean;
  60757. /**
  60758. * @ignore
  60759. * Specifies if the depth of field pipeline is enabed
  60760. */
  60761. DepthOfFieldEnabled: boolean;
  60762. /**
  60763. * @ignore
  60764. * Specifies if the lens flare pipeline is enabed
  60765. */
  60766. LensFlareEnabled: boolean;
  60767. /**
  60768. * @ignore
  60769. * Specifies if the HDR pipeline is enabled
  60770. */
  60771. HDREnabled: boolean;
  60772. /**
  60773. * @ignore
  60774. * Specifies if the volumetric lights scattering effect is enabled
  60775. */
  60776. VLSEnabled: boolean;
  60777. /**
  60778. * @ignore
  60779. * Specifies if the motion blur effect is enabled
  60780. */
  60781. MotionBlurEnabled: boolean;
  60782. /**
  60783. * Specifies if anti-aliasing is enabled
  60784. */
  60785. fxaaEnabled: boolean;
  60786. /**
  60787. * Specifies the number of steps used to calculate the volumetric lights
  60788. * Typically in interval [50, 200]
  60789. */
  60790. volumetricLightStepsCount: number;
  60791. /**
  60792. * Specifies the number of samples used for the motion blur effect
  60793. * Typically in interval [16, 64]
  60794. */
  60795. motionBlurSamples: number;
  60796. /**
  60797. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60798. */
  60799. samples: number;
  60800. /**
  60801. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  60802. * @constructor
  60803. * @param name The rendering pipeline name
  60804. * @param scene The scene linked to this pipeline
  60805. * @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)
  60806. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  60807. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60808. */
  60809. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  60810. private _buildPipeline;
  60811. private _createDownSampleX4PostProcess;
  60812. private _createBrightPassPostProcess;
  60813. private _createBlurPostProcesses;
  60814. private _createTextureAdderPostProcess;
  60815. private _createVolumetricLightPostProcess;
  60816. private _createLuminancePostProcesses;
  60817. private _createHdrPostProcess;
  60818. private _createLensFlarePostProcess;
  60819. private _createDepthOfFieldPostProcess;
  60820. private _createMotionBlurPostProcess;
  60821. private _getDepthTexture;
  60822. private _disposePostProcesses;
  60823. /**
  60824. * Dispose of the pipeline and stop all post processes
  60825. */
  60826. dispose(): void;
  60827. /**
  60828. * Serialize the rendering pipeline (Used when exporting)
  60829. * @returns the serialized object
  60830. */
  60831. serialize(): any;
  60832. /**
  60833. * Parse the serialized pipeline
  60834. * @param source Source pipeline.
  60835. * @param scene The scene to load the pipeline to.
  60836. * @param rootUrl The URL of the serialized pipeline.
  60837. * @returns An instantiated pipeline from the serialized object.
  60838. */
  60839. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  60840. /**
  60841. * Luminance steps
  60842. */
  60843. static LuminanceSteps: number;
  60844. }
  60845. }
  60846. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  60847. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  60848. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  60849. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  60850. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  60851. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  60852. }
  60853. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  60854. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  60855. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60856. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60857. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60858. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60859. }
  60860. declare module "babylonjs/Shaders/tonemap.fragment" {
  60861. /** @hidden */
  60862. export var tonemapPixelShader: {
  60863. name: string;
  60864. shader: string;
  60865. };
  60866. }
  60867. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  60868. import { Camera } from "babylonjs/Cameras/camera";
  60869. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60870. import "babylonjs/Shaders/tonemap.fragment";
  60871. import { Engine } from "babylonjs/Engines/engine";
  60872. /** Defines operator used for tonemapping */
  60873. export enum TonemappingOperator {
  60874. /** Hable */
  60875. Hable = 0,
  60876. /** Reinhard */
  60877. Reinhard = 1,
  60878. /** HejiDawson */
  60879. HejiDawson = 2,
  60880. /** Photographic */
  60881. Photographic = 3
  60882. }
  60883. /**
  60884. * Defines a post process to apply tone mapping
  60885. */
  60886. export class TonemapPostProcess extends PostProcess {
  60887. private _operator;
  60888. /** Defines the required exposure adjustement */
  60889. exposureAdjustment: number;
  60890. /**
  60891. * Creates a new TonemapPostProcess
  60892. * @param name defines the name of the postprocess
  60893. * @param _operator defines the operator to use
  60894. * @param exposureAdjustment defines the required exposure adjustement
  60895. * @param camera defines the camera to use (can be null)
  60896. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  60897. * @param engine defines the hosting engine (can be ignore if camera is set)
  60898. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  60899. */
  60900. constructor(name: string, _operator: TonemappingOperator,
  60901. /** Defines the required exposure adjustement */
  60902. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  60903. }
  60904. }
  60905. declare module "babylonjs/Shaders/depth.vertex" {
  60906. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60907. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60908. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60909. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60910. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60911. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60912. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60913. /** @hidden */
  60914. export var depthVertexShader: {
  60915. name: string;
  60916. shader: string;
  60917. };
  60918. }
  60919. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  60920. /** @hidden */
  60921. export var volumetricLightScatteringPixelShader: {
  60922. name: string;
  60923. shader: string;
  60924. };
  60925. }
  60926. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  60927. /** @hidden */
  60928. export var volumetricLightScatteringPassPixelShader: {
  60929. name: string;
  60930. shader: string;
  60931. };
  60932. }
  60933. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  60934. import { Vector3 } from "babylonjs/Maths/math.vector";
  60935. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60936. import { Mesh } from "babylonjs/Meshes/mesh";
  60937. import { Camera } from "babylonjs/Cameras/camera";
  60938. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60939. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60940. import { Scene } from "babylonjs/scene";
  60941. import "babylonjs/Meshes/Builders/planeBuilder";
  60942. import "babylonjs/Shaders/depth.vertex";
  60943. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  60944. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  60945. import { Engine } from "babylonjs/Engines/engine";
  60946. /**
  60947. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  60948. */
  60949. export class VolumetricLightScatteringPostProcess extends PostProcess {
  60950. private _volumetricLightScatteringPass;
  60951. private _volumetricLightScatteringRTT;
  60952. private _viewPort;
  60953. private _screenCoordinates;
  60954. private _cachedDefines;
  60955. /**
  60956. * If not undefined, the mesh position is computed from the attached node position
  60957. */
  60958. attachedNode: {
  60959. position: Vector3;
  60960. };
  60961. /**
  60962. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  60963. */
  60964. customMeshPosition: Vector3;
  60965. /**
  60966. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  60967. */
  60968. useCustomMeshPosition: boolean;
  60969. /**
  60970. * If the post-process should inverse the light scattering direction
  60971. */
  60972. invert: boolean;
  60973. /**
  60974. * The internal mesh used by the post-process
  60975. */
  60976. mesh: Mesh;
  60977. /**
  60978. * @hidden
  60979. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  60980. */
  60981. useDiffuseColor: boolean;
  60982. /**
  60983. * Array containing the excluded meshes not rendered in the internal pass
  60984. */
  60985. excludedMeshes: AbstractMesh[];
  60986. /**
  60987. * Controls the overall intensity of the post-process
  60988. */
  60989. exposure: number;
  60990. /**
  60991. * Dissipates each sample's contribution in range [0, 1]
  60992. */
  60993. decay: number;
  60994. /**
  60995. * Controls the overall intensity of each sample
  60996. */
  60997. weight: number;
  60998. /**
  60999. * Controls the density of each sample
  61000. */
  61001. density: number;
  61002. /**
  61003. * @constructor
  61004. * @param name The post-process name
  61005. * @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)
  61006. * @param camera The camera that the post-process will be attached to
  61007. * @param mesh The mesh used to create the light scattering
  61008. * @param samples The post-process quality, default 100
  61009. * @param samplingModeThe post-process filtering mode
  61010. * @param engine The babylon engine
  61011. * @param reusable If the post-process is reusable
  61012. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61013. */
  61014. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61015. /**
  61016. * Returns the string "VolumetricLightScatteringPostProcess"
  61017. * @returns "VolumetricLightScatteringPostProcess"
  61018. */
  61019. getClassName(): string;
  61020. private _isReady;
  61021. /**
  61022. * Sets the new light position for light scattering effect
  61023. * @param position The new custom light position
  61024. */
  61025. setCustomMeshPosition(position: Vector3): void;
  61026. /**
  61027. * Returns the light position for light scattering effect
  61028. * @return Vector3 The custom light position
  61029. */
  61030. getCustomMeshPosition(): Vector3;
  61031. /**
  61032. * Disposes the internal assets and detaches the post-process from the camera
  61033. */
  61034. dispose(camera: Camera): void;
  61035. /**
  61036. * Returns the render target texture used by the post-process
  61037. * @return the render target texture used by the post-process
  61038. */
  61039. getPass(): RenderTargetTexture;
  61040. private _meshExcluded;
  61041. private _createPass;
  61042. private _updateMeshScreenCoordinates;
  61043. /**
  61044. * Creates a default mesh for the Volumeric Light Scattering post-process
  61045. * @param name The mesh name
  61046. * @param scene The scene where to create the mesh
  61047. * @return the default mesh
  61048. */
  61049. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61050. }
  61051. }
  61052. declare module "babylonjs/PostProcesses/index" {
  61053. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61054. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61055. export * from "babylonjs/PostProcesses/bloomEffect";
  61056. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61057. export * from "babylonjs/PostProcesses/blurPostProcess";
  61058. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61059. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61060. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61061. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61062. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61063. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61064. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61065. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61066. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61067. export * from "babylonjs/PostProcesses/filterPostProcess";
  61068. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61069. export * from "babylonjs/PostProcesses/grainPostProcess";
  61070. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61071. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61072. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61073. export * from "babylonjs/PostProcesses/passPostProcess";
  61074. export * from "babylonjs/PostProcesses/postProcess";
  61075. export * from "babylonjs/PostProcesses/postProcessManager";
  61076. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61077. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61078. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61079. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61080. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61081. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61082. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61083. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61084. }
  61085. declare module "babylonjs/Probes/index" {
  61086. export * from "babylonjs/Probes/reflectionProbe";
  61087. }
  61088. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61089. import { Scene } from "babylonjs/scene";
  61090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61091. import { SmartArray } from "babylonjs/Misc/smartArray";
  61092. import { ISceneComponent } from "babylonjs/sceneComponent";
  61093. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61094. import "babylonjs/Meshes/Builders/boxBuilder";
  61095. import "babylonjs/Shaders/color.fragment";
  61096. import "babylonjs/Shaders/color.vertex";
  61097. import { Color3 } from "babylonjs/Maths/math.color";
  61098. module "babylonjs/scene" {
  61099. interface Scene {
  61100. /** @hidden (Backing field) */
  61101. _boundingBoxRenderer: BoundingBoxRenderer;
  61102. /** @hidden (Backing field) */
  61103. _forceShowBoundingBoxes: boolean;
  61104. /**
  61105. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61106. */
  61107. forceShowBoundingBoxes: boolean;
  61108. /**
  61109. * Gets the bounding box renderer associated with the scene
  61110. * @returns a BoundingBoxRenderer
  61111. */
  61112. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61113. }
  61114. }
  61115. module "babylonjs/Meshes/abstractMesh" {
  61116. interface AbstractMesh {
  61117. /** @hidden (Backing field) */
  61118. _showBoundingBox: boolean;
  61119. /**
  61120. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61121. */
  61122. showBoundingBox: boolean;
  61123. }
  61124. }
  61125. /**
  61126. * Component responsible of rendering the bounding box of the meshes in a scene.
  61127. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61128. */
  61129. export class BoundingBoxRenderer implements ISceneComponent {
  61130. /**
  61131. * The component name helpfull to identify the component in the list of scene components.
  61132. */
  61133. readonly name: string;
  61134. /**
  61135. * The scene the component belongs to.
  61136. */
  61137. scene: Scene;
  61138. /**
  61139. * Color of the bounding box lines placed in front of an object
  61140. */
  61141. frontColor: Color3;
  61142. /**
  61143. * Color of the bounding box lines placed behind an object
  61144. */
  61145. backColor: Color3;
  61146. /**
  61147. * Defines if the renderer should show the back lines or not
  61148. */
  61149. showBackLines: boolean;
  61150. /**
  61151. * @hidden
  61152. */
  61153. renderList: SmartArray<BoundingBox>;
  61154. private _colorShader;
  61155. private _vertexBuffers;
  61156. private _indexBuffer;
  61157. private _fillIndexBuffer;
  61158. private _fillIndexData;
  61159. /**
  61160. * Instantiates a new bounding box renderer in a scene.
  61161. * @param scene the scene the renderer renders in
  61162. */
  61163. constructor(scene: Scene);
  61164. /**
  61165. * Registers the component in a given scene
  61166. */
  61167. register(): void;
  61168. private _evaluateSubMesh;
  61169. private _activeMesh;
  61170. private _prepareRessources;
  61171. private _createIndexBuffer;
  61172. /**
  61173. * Rebuilds the elements related to this component in case of
  61174. * context lost for instance.
  61175. */
  61176. rebuild(): void;
  61177. /**
  61178. * @hidden
  61179. */
  61180. reset(): void;
  61181. /**
  61182. * Render the bounding boxes of a specific rendering group
  61183. * @param renderingGroupId defines the rendering group to render
  61184. */
  61185. render(renderingGroupId: number): void;
  61186. /**
  61187. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61188. * @param mesh Define the mesh to render the occlusion bounding box for
  61189. */
  61190. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61191. /**
  61192. * Dispose and release the resources attached to this renderer.
  61193. */
  61194. dispose(): void;
  61195. }
  61196. }
  61197. declare module "babylonjs/Shaders/depth.fragment" {
  61198. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61199. /** @hidden */
  61200. export var depthPixelShader: {
  61201. name: string;
  61202. shader: string;
  61203. };
  61204. }
  61205. declare module "babylonjs/Rendering/depthRenderer" {
  61206. import { Nullable } from "babylonjs/types";
  61207. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61208. import { Scene } from "babylonjs/scene";
  61209. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61210. import { Camera } from "babylonjs/Cameras/camera";
  61211. import "babylonjs/Shaders/depth.fragment";
  61212. import "babylonjs/Shaders/depth.vertex";
  61213. /**
  61214. * This represents a depth renderer in Babylon.
  61215. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61216. */
  61217. export class DepthRenderer {
  61218. private _scene;
  61219. private _depthMap;
  61220. private _effect;
  61221. private readonly _storeNonLinearDepth;
  61222. private readonly _clearColor;
  61223. /** Get if the depth renderer is using packed depth or not */
  61224. readonly isPacked: boolean;
  61225. private _cachedDefines;
  61226. private _camera;
  61227. /**
  61228. * Specifiess that the depth renderer will only be used within
  61229. * the camera it is created for.
  61230. * This can help forcing its rendering during the camera processing.
  61231. */
  61232. useOnlyInActiveCamera: boolean;
  61233. /** @hidden */
  61234. static _SceneComponentInitialization: (scene: Scene) => void;
  61235. /**
  61236. * Instantiates a depth renderer
  61237. * @param scene The scene the renderer belongs to
  61238. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61239. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61240. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61241. */
  61242. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61243. /**
  61244. * Creates the depth rendering effect and checks if the effect is ready.
  61245. * @param subMesh The submesh to be used to render the depth map of
  61246. * @param useInstances If multiple world instances should be used
  61247. * @returns if the depth renderer is ready to render the depth map
  61248. */
  61249. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61250. /**
  61251. * Gets the texture which the depth map will be written to.
  61252. * @returns The depth map texture
  61253. */
  61254. getDepthMap(): RenderTargetTexture;
  61255. /**
  61256. * Disposes of the depth renderer.
  61257. */
  61258. dispose(): void;
  61259. }
  61260. }
  61261. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61262. import { Nullable } from "babylonjs/types";
  61263. import { Scene } from "babylonjs/scene";
  61264. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61265. import { Camera } from "babylonjs/Cameras/camera";
  61266. import { ISceneComponent } from "babylonjs/sceneComponent";
  61267. module "babylonjs/scene" {
  61268. interface Scene {
  61269. /** @hidden (Backing field) */
  61270. _depthRenderer: {
  61271. [id: string]: DepthRenderer;
  61272. };
  61273. /**
  61274. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61275. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61276. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61277. * @returns the created depth renderer
  61278. */
  61279. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61280. /**
  61281. * Disables a depth renderer for a given camera
  61282. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61283. */
  61284. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61285. }
  61286. }
  61287. /**
  61288. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61289. * in several rendering techniques.
  61290. */
  61291. export class DepthRendererSceneComponent implements ISceneComponent {
  61292. /**
  61293. * The component name helpfull to identify the component in the list of scene components.
  61294. */
  61295. readonly name: string;
  61296. /**
  61297. * The scene the component belongs to.
  61298. */
  61299. scene: Scene;
  61300. /**
  61301. * Creates a new instance of the component for the given scene
  61302. * @param scene Defines the scene to register the component in
  61303. */
  61304. constructor(scene: Scene);
  61305. /**
  61306. * Registers the component in a given scene
  61307. */
  61308. register(): void;
  61309. /**
  61310. * Rebuilds the elements related to this component in case of
  61311. * context lost for instance.
  61312. */
  61313. rebuild(): void;
  61314. /**
  61315. * Disposes the component and the associated ressources
  61316. */
  61317. dispose(): void;
  61318. private _gatherRenderTargets;
  61319. private _gatherActiveCameraRenderTargets;
  61320. }
  61321. }
  61322. declare module "babylonjs/Shaders/outline.fragment" {
  61323. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61324. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  61325. /** @hidden */
  61326. export var outlinePixelShader: {
  61327. name: string;
  61328. shader: string;
  61329. };
  61330. }
  61331. declare module "babylonjs/Shaders/outline.vertex" {
  61332. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61333. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61334. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61335. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61336. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61337. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61338. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61339. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61340. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  61341. /** @hidden */
  61342. export var outlineVertexShader: {
  61343. name: string;
  61344. shader: string;
  61345. };
  61346. }
  61347. declare module "babylonjs/Rendering/outlineRenderer" {
  61348. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61349. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  61350. import { Scene } from "babylonjs/scene";
  61351. import { ISceneComponent } from "babylonjs/sceneComponent";
  61352. import "babylonjs/Shaders/outline.fragment";
  61353. import "babylonjs/Shaders/outline.vertex";
  61354. module "babylonjs/scene" {
  61355. interface Scene {
  61356. /** @hidden */
  61357. _outlineRenderer: OutlineRenderer;
  61358. /**
  61359. * Gets the outline renderer associated with the scene
  61360. * @returns a OutlineRenderer
  61361. */
  61362. getOutlineRenderer(): OutlineRenderer;
  61363. }
  61364. }
  61365. module "babylonjs/Meshes/abstractMesh" {
  61366. interface AbstractMesh {
  61367. /** @hidden (Backing field) */
  61368. _renderOutline: boolean;
  61369. /**
  61370. * Gets or sets a boolean indicating if the outline must be rendered as well
  61371. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  61372. */
  61373. renderOutline: boolean;
  61374. /** @hidden (Backing field) */
  61375. _renderOverlay: boolean;
  61376. /**
  61377. * Gets or sets a boolean indicating if the overlay must be rendered as well
  61378. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  61379. */
  61380. renderOverlay: boolean;
  61381. }
  61382. }
  61383. /**
  61384. * This class is responsible to draw bothe outline/overlay of meshes.
  61385. * It should not be used directly but through the available method on mesh.
  61386. */
  61387. export class OutlineRenderer implements ISceneComponent {
  61388. /**
  61389. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  61390. */
  61391. private static _StencilReference;
  61392. /**
  61393. * The name of the component. Each component must have a unique name.
  61394. */
  61395. name: string;
  61396. /**
  61397. * The scene the component belongs to.
  61398. */
  61399. scene: Scene;
  61400. /**
  61401. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  61402. */
  61403. zOffset: number;
  61404. private _engine;
  61405. private _effect;
  61406. private _cachedDefines;
  61407. private _savedDepthWrite;
  61408. /**
  61409. * Instantiates a new outline renderer. (There could be only one per scene).
  61410. * @param scene Defines the scene it belongs to
  61411. */
  61412. constructor(scene: Scene);
  61413. /**
  61414. * Register the component to one instance of a scene.
  61415. */
  61416. register(): void;
  61417. /**
  61418. * Rebuilds the elements related to this component in case of
  61419. * context lost for instance.
  61420. */
  61421. rebuild(): void;
  61422. /**
  61423. * Disposes the component and the associated ressources.
  61424. */
  61425. dispose(): void;
  61426. /**
  61427. * Renders the outline in the canvas.
  61428. * @param subMesh Defines the sumesh to render
  61429. * @param batch Defines the batch of meshes in case of instances
  61430. * @param useOverlay Defines if the rendering is for the overlay or the outline
  61431. */
  61432. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  61433. /**
  61434. * Returns whether or not the outline renderer is ready for a given submesh.
  61435. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  61436. * @param subMesh Defines the submesh to check readyness for
  61437. * @param useInstances Defines wheter wee are trying to render instances or not
  61438. * @returns true if ready otherwise false
  61439. */
  61440. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61441. private _beforeRenderingMesh;
  61442. private _afterRenderingMesh;
  61443. }
  61444. }
  61445. declare module "babylonjs/Rendering/index" {
  61446. export * from "babylonjs/Rendering/boundingBoxRenderer";
  61447. export * from "babylonjs/Rendering/depthRenderer";
  61448. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  61449. export * from "babylonjs/Rendering/edgesRenderer";
  61450. export * from "babylonjs/Rendering/geometryBufferRenderer";
  61451. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61452. export * from "babylonjs/Rendering/outlineRenderer";
  61453. export * from "babylonjs/Rendering/renderingGroup";
  61454. export * from "babylonjs/Rendering/renderingManager";
  61455. export * from "babylonjs/Rendering/utilityLayerRenderer";
  61456. }
  61457. declare module "babylonjs/Sprites/index" {
  61458. export * from "babylonjs/Sprites/sprite";
  61459. export * from "babylonjs/Sprites/spriteManager";
  61460. export * from "babylonjs/Sprites/spriteSceneComponent";
  61461. }
  61462. declare module "babylonjs/Misc/assetsManager" {
  61463. import { Scene } from "babylonjs/scene";
  61464. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61465. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61466. import { Skeleton } from "babylonjs/Bones/skeleton";
  61467. import { Observable } from "babylonjs/Misc/observable";
  61468. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  61469. import { Texture } from "babylonjs/Materials/Textures/texture";
  61470. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  61471. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  61472. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  61473. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  61474. /**
  61475. * Defines the list of states available for a task inside a AssetsManager
  61476. */
  61477. export enum AssetTaskState {
  61478. /**
  61479. * Initialization
  61480. */
  61481. INIT = 0,
  61482. /**
  61483. * Running
  61484. */
  61485. RUNNING = 1,
  61486. /**
  61487. * Done
  61488. */
  61489. DONE = 2,
  61490. /**
  61491. * Error
  61492. */
  61493. ERROR = 3
  61494. }
  61495. /**
  61496. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  61497. */
  61498. export abstract class AbstractAssetTask {
  61499. /**
  61500. * Task name
  61501. */ name: string;
  61502. /**
  61503. * Callback called when the task is successful
  61504. */
  61505. onSuccess: (task: any) => void;
  61506. /**
  61507. * Callback called when the task is not successful
  61508. */
  61509. onError: (task: any, message?: string, exception?: any) => void;
  61510. /**
  61511. * Creates a new AssetsManager
  61512. * @param name defines the name of the task
  61513. */
  61514. constructor(
  61515. /**
  61516. * Task name
  61517. */ name: string);
  61518. private _isCompleted;
  61519. private _taskState;
  61520. private _errorObject;
  61521. /**
  61522. * Get if the task is completed
  61523. */
  61524. readonly isCompleted: boolean;
  61525. /**
  61526. * Gets the current state of the task
  61527. */
  61528. readonly taskState: AssetTaskState;
  61529. /**
  61530. * Gets the current error object (if task is in error)
  61531. */
  61532. readonly errorObject: {
  61533. message?: string;
  61534. exception?: any;
  61535. };
  61536. /**
  61537. * Internal only
  61538. * @hidden
  61539. */
  61540. _setErrorObject(message?: string, exception?: any): void;
  61541. /**
  61542. * Execute the current task
  61543. * @param scene defines the scene where you want your assets to be loaded
  61544. * @param onSuccess is a callback called when the task is successfully executed
  61545. * @param onError is a callback called if an error occurs
  61546. */
  61547. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61548. /**
  61549. * Execute the current task
  61550. * @param scene defines the scene where you want your assets to be loaded
  61551. * @param onSuccess is a callback called when the task is successfully executed
  61552. * @param onError is a callback called if an error occurs
  61553. */
  61554. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61555. /**
  61556. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  61557. * This can be used with failed tasks that have the reason for failure fixed.
  61558. */
  61559. reset(): void;
  61560. private onErrorCallback;
  61561. private onDoneCallback;
  61562. }
  61563. /**
  61564. * Define the interface used by progress events raised during assets loading
  61565. */
  61566. export interface IAssetsProgressEvent {
  61567. /**
  61568. * Defines the number of remaining tasks to process
  61569. */
  61570. remainingCount: number;
  61571. /**
  61572. * Defines the total number of tasks
  61573. */
  61574. totalCount: number;
  61575. /**
  61576. * Defines the task that was just processed
  61577. */
  61578. task: AbstractAssetTask;
  61579. }
  61580. /**
  61581. * Class used to share progress information about assets loading
  61582. */
  61583. export class AssetsProgressEvent implements IAssetsProgressEvent {
  61584. /**
  61585. * Defines the number of remaining tasks to process
  61586. */
  61587. remainingCount: number;
  61588. /**
  61589. * Defines the total number of tasks
  61590. */
  61591. totalCount: number;
  61592. /**
  61593. * Defines the task that was just processed
  61594. */
  61595. task: AbstractAssetTask;
  61596. /**
  61597. * Creates a AssetsProgressEvent
  61598. * @param remainingCount defines the number of remaining tasks to process
  61599. * @param totalCount defines the total number of tasks
  61600. * @param task defines the task that was just processed
  61601. */
  61602. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  61603. }
  61604. /**
  61605. * Define a task used by AssetsManager to load meshes
  61606. */
  61607. export class MeshAssetTask extends AbstractAssetTask {
  61608. /**
  61609. * Defines the name of the task
  61610. */
  61611. name: string;
  61612. /**
  61613. * Defines the list of mesh's names you want to load
  61614. */
  61615. meshesNames: any;
  61616. /**
  61617. * Defines the root url to use as a base to load your meshes and associated resources
  61618. */
  61619. rootUrl: string;
  61620. /**
  61621. * Defines the filename of the scene to load from
  61622. */
  61623. sceneFilename: string;
  61624. /**
  61625. * Gets the list of loaded meshes
  61626. */
  61627. loadedMeshes: Array<AbstractMesh>;
  61628. /**
  61629. * Gets the list of loaded particle systems
  61630. */
  61631. loadedParticleSystems: Array<IParticleSystem>;
  61632. /**
  61633. * Gets the list of loaded skeletons
  61634. */
  61635. loadedSkeletons: Array<Skeleton>;
  61636. /**
  61637. * Gets the list of loaded animation groups
  61638. */
  61639. loadedAnimationGroups: Array<AnimationGroup>;
  61640. /**
  61641. * Callback called when the task is successful
  61642. */
  61643. onSuccess: (task: MeshAssetTask) => void;
  61644. /**
  61645. * Callback called when the task is successful
  61646. */
  61647. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  61648. /**
  61649. * Creates a new MeshAssetTask
  61650. * @param name defines the name of the task
  61651. * @param meshesNames defines the list of mesh's names you want to load
  61652. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  61653. * @param sceneFilename defines the filename of the scene to load from
  61654. */
  61655. constructor(
  61656. /**
  61657. * Defines the name of the task
  61658. */
  61659. name: string,
  61660. /**
  61661. * Defines the list of mesh's names you want to load
  61662. */
  61663. meshesNames: any,
  61664. /**
  61665. * Defines the root url to use as a base to load your meshes and associated resources
  61666. */
  61667. rootUrl: string,
  61668. /**
  61669. * Defines the filename of the scene to load from
  61670. */
  61671. sceneFilename: string);
  61672. /**
  61673. * Execute the current task
  61674. * @param scene defines the scene where you want your assets to be loaded
  61675. * @param onSuccess is a callback called when the task is successfully executed
  61676. * @param onError is a callback called if an error occurs
  61677. */
  61678. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61679. }
  61680. /**
  61681. * Define a task used by AssetsManager to load text content
  61682. */
  61683. export class TextFileAssetTask extends AbstractAssetTask {
  61684. /**
  61685. * Defines the name of the task
  61686. */
  61687. name: string;
  61688. /**
  61689. * Defines the location of the file to load
  61690. */
  61691. url: string;
  61692. /**
  61693. * Gets the loaded text string
  61694. */
  61695. text: string;
  61696. /**
  61697. * Callback called when the task is successful
  61698. */
  61699. onSuccess: (task: TextFileAssetTask) => void;
  61700. /**
  61701. * Callback called when the task is successful
  61702. */
  61703. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  61704. /**
  61705. * Creates a new TextFileAssetTask object
  61706. * @param name defines the name of the task
  61707. * @param url defines the location of the file to load
  61708. */
  61709. constructor(
  61710. /**
  61711. * Defines the name of the task
  61712. */
  61713. name: string,
  61714. /**
  61715. * Defines the location of the file to load
  61716. */
  61717. url: string);
  61718. /**
  61719. * Execute the current task
  61720. * @param scene defines the scene where you want your assets to be loaded
  61721. * @param onSuccess is a callback called when the task is successfully executed
  61722. * @param onError is a callback called if an error occurs
  61723. */
  61724. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61725. }
  61726. /**
  61727. * Define a task used by AssetsManager to load binary data
  61728. */
  61729. export class BinaryFileAssetTask extends AbstractAssetTask {
  61730. /**
  61731. * Defines the name of the task
  61732. */
  61733. name: string;
  61734. /**
  61735. * Defines the location of the file to load
  61736. */
  61737. url: string;
  61738. /**
  61739. * Gets the lodaded data (as an array buffer)
  61740. */
  61741. data: ArrayBuffer;
  61742. /**
  61743. * Callback called when the task is successful
  61744. */
  61745. onSuccess: (task: BinaryFileAssetTask) => void;
  61746. /**
  61747. * Callback called when the task is successful
  61748. */
  61749. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  61750. /**
  61751. * Creates a new BinaryFileAssetTask object
  61752. * @param name defines the name of the new task
  61753. * @param url defines the location of the file to load
  61754. */
  61755. constructor(
  61756. /**
  61757. * Defines the name of the task
  61758. */
  61759. name: string,
  61760. /**
  61761. * Defines the location of the file to load
  61762. */
  61763. url: string);
  61764. /**
  61765. * Execute the current task
  61766. * @param scene defines the scene where you want your assets to be loaded
  61767. * @param onSuccess is a callback called when the task is successfully executed
  61768. * @param onError is a callback called if an error occurs
  61769. */
  61770. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61771. }
  61772. /**
  61773. * Define a task used by AssetsManager to load images
  61774. */
  61775. export class ImageAssetTask extends AbstractAssetTask {
  61776. /**
  61777. * Defines the name of the task
  61778. */
  61779. name: string;
  61780. /**
  61781. * Defines the location of the image to load
  61782. */
  61783. url: string;
  61784. /**
  61785. * Gets the loaded images
  61786. */
  61787. image: HTMLImageElement;
  61788. /**
  61789. * Callback called when the task is successful
  61790. */
  61791. onSuccess: (task: ImageAssetTask) => void;
  61792. /**
  61793. * Callback called when the task is successful
  61794. */
  61795. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  61796. /**
  61797. * Creates a new ImageAssetTask
  61798. * @param name defines the name of the task
  61799. * @param url defines the location of the image to load
  61800. */
  61801. constructor(
  61802. /**
  61803. * Defines the name of the task
  61804. */
  61805. name: string,
  61806. /**
  61807. * Defines the location of the image to load
  61808. */
  61809. url: string);
  61810. /**
  61811. * Execute the current task
  61812. * @param scene defines the scene where you want your assets to be loaded
  61813. * @param onSuccess is a callback called when the task is successfully executed
  61814. * @param onError is a callback called if an error occurs
  61815. */
  61816. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61817. }
  61818. /**
  61819. * Defines the interface used by texture loading tasks
  61820. */
  61821. export interface ITextureAssetTask<TEX extends BaseTexture> {
  61822. /**
  61823. * Gets the loaded texture
  61824. */
  61825. texture: TEX;
  61826. }
  61827. /**
  61828. * Define a task used by AssetsManager to load 2D textures
  61829. */
  61830. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  61831. /**
  61832. * Defines the name of the task
  61833. */
  61834. name: string;
  61835. /**
  61836. * Defines the location of the file to load
  61837. */
  61838. url: string;
  61839. /**
  61840. * Defines if mipmap should not be generated (default is false)
  61841. */
  61842. noMipmap?: boolean | undefined;
  61843. /**
  61844. * Defines if texture must be inverted on Y axis (default is false)
  61845. */
  61846. invertY?: boolean | undefined;
  61847. /**
  61848. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  61849. */
  61850. samplingMode: number;
  61851. /**
  61852. * Gets the loaded texture
  61853. */
  61854. texture: Texture;
  61855. /**
  61856. * Callback called when the task is successful
  61857. */
  61858. onSuccess: (task: TextureAssetTask) => void;
  61859. /**
  61860. * Callback called when the task is successful
  61861. */
  61862. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  61863. /**
  61864. * Creates a new TextureAssetTask object
  61865. * @param name defines the name of the task
  61866. * @param url defines the location of the file to load
  61867. * @param noMipmap defines if mipmap should not be generated (default is false)
  61868. * @param invertY defines if texture must be inverted on Y axis (default is false)
  61869. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  61870. */
  61871. constructor(
  61872. /**
  61873. * Defines the name of the task
  61874. */
  61875. name: string,
  61876. /**
  61877. * Defines the location of the file to load
  61878. */
  61879. url: string,
  61880. /**
  61881. * Defines if mipmap should not be generated (default is false)
  61882. */
  61883. noMipmap?: boolean | undefined,
  61884. /**
  61885. * Defines if texture must be inverted on Y axis (default is false)
  61886. */
  61887. invertY?: boolean | undefined,
  61888. /**
  61889. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  61890. */
  61891. samplingMode?: number);
  61892. /**
  61893. * Execute the current task
  61894. * @param scene defines the scene where you want your assets to be loaded
  61895. * @param onSuccess is a callback called when the task is successfully executed
  61896. * @param onError is a callback called if an error occurs
  61897. */
  61898. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61899. }
  61900. /**
  61901. * Define a task used by AssetsManager to load cube textures
  61902. */
  61903. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  61904. /**
  61905. * Defines the name of the task
  61906. */
  61907. name: string;
  61908. /**
  61909. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  61910. */
  61911. url: string;
  61912. /**
  61913. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  61914. */
  61915. extensions?: string[] | undefined;
  61916. /**
  61917. * Defines if mipmaps should not be generated (default is false)
  61918. */
  61919. noMipmap?: boolean | undefined;
  61920. /**
  61921. * Defines the explicit list of files (undefined by default)
  61922. */
  61923. files?: string[] | undefined;
  61924. /**
  61925. * Gets the loaded texture
  61926. */
  61927. texture: CubeTexture;
  61928. /**
  61929. * Callback called when the task is successful
  61930. */
  61931. onSuccess: (task: CubeTextureAssetTask) => void;
  61932. /**
  61933. * Callback called when the task is successful
  61934. */
  61935. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  61936. /**
  61937. * Creates a new CubeTextureAssetTask
  61938. * @param name defines the name of the task
  61939. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  61940. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  61941. * @param noMipmap defines if mipmaps should not be generated (default is false)
  61942. * @param files defines the explicit list of files (undefined by default)
  61943. */
  61944. constructor(
  61945. /**
  61946. * Defines the name of the task
  61947. */
  61948. name: string,
  61949. /**
  61950. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  61951. */
  61952. url: string,
  61953. /**
  61954. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  61955. */
  61956. extensions?: string[] | undefined,
  61957. /**
  61958. * Defines if mipmaps should not be generated (default is false)
  61959. */
  61960. noMipmap?: boolean | undefined,
  61961. /**
  61962. * Defines the explicit list of files (undefined by default)
  61963. */
  61964. files?: string[] | undefined);
  61965. /**
  61966. * Execute the current task
  61967. * @param scene defines the scene where you want your assets to be loaded
  61968. * @param onSuccess is a callback called when the task is successfully executed
  61969. * @param onError is a callback called if an error occurs
  61970. */
  61971. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61972. }
  61973. /**
  61974. * Define a task used by AssetsManager to load HDR cube textures
  61975. */
  61976. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  61977. /**
  61978. * Defines the name of the task
  61979. */
  61980. name: string;
  61981. /**
  61982. * Defines the location of the file to load
  61983. */
  61984. url: string;
  61985. /**
  61986. * Defines the desired size (the more it increases the longer the generation will be)
  61987. */
  61988. size: number;
  61989. /**
  61990. * Defines if mipmaps should not be generated (default is false)
  61991. */
  61992. noMipmap: boolean;
  61993. /**
  61994. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  61995. */
  61996. generateHarmonics: boolean;
  61997. /**
  61998. * 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)
  61999. */
  62000. gammaSpace: boolean;
  62001. /**
  62002. * Internal Use Only
  62003. */
  62004. reserved: boolean;
  62005. /**
  62006. * Gets the loaded texture
  62007. */
  62008. texture: HDRCubeTexture;
  62009. /**
  62010. * Callback called when the task is successful
  62011. */
  62012. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62013. /**
  62014. * Callback called when the task is successful
  62015. */
  62016. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62017. /**
  62018. * Creates a new HDRCubeTextureAssetTask object
  62019. * @param name defines the name of the task
  62020. * @param url defines the location of the file to load
  62021. * @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.
  62022. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62023. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62024. * @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)
  62025. * @param reserved Internal use only
  62026. */
  62027. constructor(
  62028. /**
  62029. * Defines the name of the task
  62030. */
  62031. name: string,
  62032. /**
  62033. * Defines the location of the file to load
  62034. */
  62035. url: string,
  62036. /**
  62037. * Defines the desired size (the more it increases the longer the generation will be)
  62038. */
  62039. size: number,
  62040. /**
  62041. * Defines if mipmaps should not be generated (default is false)
  62042. */
  62043. noMipmap?: boolean,
  62044. /**
  62045. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62046. */
  62047. generateHarmonics?: boolean,
  62048. /**
  62049. * 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)
  62050. */
  62051. gammaSpace?: boolean,
  62052. /**
  62053. * Internal Use Only
  62054. */
  62055. reserved?: boolean);
  62056. /**
  62057. * Execute the current task
  62058. * @param scene defines the scene where you want your assets to be loaded
  62059. * @param onSuccess is a callback called when the task is successfully executed
  62060. * @param onError is a callback called if an error occurs
  62061. */
  62062. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62063. }
  62064. /**
  62065. * Define a task used by AssetsManager to load Equirectangular cube textures
  62066. */
  62067. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62068. /**
  62069. * Defines the name of the task
  62070. */
  62071. name: string;
  62072. /**
  62073. * Defines the location of the file to load
  62074. */
  62075. url: string;
  62076. /**
  62077. * Defines the desired size (the more it increases the longer the generation will be)
  62078. */
  62079. size: number;
  62080. /**
  62081. * Defines if mipmaps should not be generated (default is false)
  62082. */
  62083. noMipmap: boolean;
  62084. /**
  62085. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62086. * but the standard material would require them in Gamma space) (default is true)
  62087. */
  62088. gammaSpace: boolean;
  62089. /**
  62090. * Gets the loaded texture
  62091. */
  62092. texture: EquiRectangularCubeTexture;
  62093. /**
  62094. * Callback called when the task is successful
  62095. */
  62096. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62097. /**
  62098. * Callback called when the task is successful
  62099. */
  62100. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62101. /**
  62102. * Creates a new EquiRectangularCubeTextureAssetTask object
  62103. * @param name defines the name of the task
  62104. * @param url defines the location of the file to load
  62105. * @param size defines the desired size (the more it increases the longer the generation will be)
  62106. * If the size is omitted this implies you are using a preprocessed cubemap.
  62107. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62108. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62109. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62110. * (default is true)
  62111. */
  62112. constructor(
  62113. /**
  62114. * Defines the name of the task
  62115. */
  62116. name: string,
  62117. /**
  62118. * Defines the location of the file to load
  62119. */
  62120. url: string,
  62121. /**
  62122. * Defines the desired size (the more it increases the longer the generation will be)
  62123. */
  62124. size: number,
  62125. /**
  62126. * Defines if mipmaps should not be generated (default is false)
  62127. */
  62128. noMipmap?: boolean,
  62129. /**
  62130. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62131. * but the standard material would require them in Gamma space) (default is true)
  62132. */
  62133. gammaSpace?: boolean);
  62134. /**
  62135. * Execute the current task
  62136. * @param scene defines the scene where you want your assets to be loaded
  62137. * @param onSuccess is a callback called when the task is successfully executed
  62138. * @param onError is a callback called if an error occurs
  62139. */
  62140. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62141. }
  62142. /**
  62143. * This class can be used to easily import assets into a scene
  62144. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62145. */
  62146. export class AssetsManager {
  62147. private _scene;
  62148. private _isLoading;
  62149. protected _tasks: AbstractAssetTask[];
  62150. protected _waitingTasksCount: number;
  62151. protected _totalTasksCount: number;
  62152. /**
  62153. * Callback called when all tasks are processed
  62154. */
  62155. onFinish: (tasks: AbstractAssetTask[]) => void;
  62156. /**
  62157. * Callback called when a task is successful
  62158. */
  62159. onTaskSuccess: (task: AbstractAssetTask) => void;
  62160. /**
  62161. * Callback called when a task had an error
  62162. */
  62163. onTaskError: (task: AbstractAssetTask) => void;
  62164. /**
  62165. * Callback called when a task is done (whatever the result is)
  62166. */
  62167. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62168. /**
  62169. * Observable called when all tasks are processed
  62170. */
  62171. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62172. /**
  62173. * Observable called when a task had an error
  62174. */
  62175. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62176. /**
  62177. * Observable called when all tasks were executed
  62178. */
  62179. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62180. /**
  62181. * Observable called when a task is done (whatever the result is)
  62182. */
  62183. onProgressObservable: Observable<IAssetsProgressEvent>;
  62184. /**
  62185. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62186. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62187. */
  62188. useDefaultLoadingScreen: boolean;
  62189. /**
  62190. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62191. * when all assets have been downloaded.
  62192. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62193. */
  62194. autoHideLoadingUI: boolean;
  62195. /**
  62196. * Creates a new AssetsManager
  62197. * @param scene defines the scene to work on
  62198. */
  62199. constructor(scene: Scene);
  62200. /**
  62201. * Add a MeshAssetTask to the list of active tasks
  62202. * @param taskName defines the name of the new task
  62203. * @param meshesNames defines the name of meshes to load
  62204. * @param rootUrl defines the root url to use to locate files
  62205. * @param sceneFilename defines the filename of the scene file
  62206. * @returns a new MeshAssetTask object
  62207. */
  62208. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62209. /**
  62210. * Add a TextFileAssetTask to the list of active tasks
  62211. * @param taskName defines the name of the new task
  62212. * @param url defines the url of the file to load
  62213. * @returns a new TextFileAssetTask object
  62214. */
  62215. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62216. /**
  62217. * Add a BinaryFileAssetTask to the list of active tasks
  62218. * @param taskName defines the name of the new task
  62219. * @param url defines the url of the file to load
  62220. * @returns a new BinaryFileAssetTask object
  62221. */
  62222. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62223. /**
  62224. * Add a ImageAssetTask to the list of active tasks
  62225. * @param taskName defines the name of the new task
  62226. * @param url defines the url of the file to load
  62227. * @returns a new ImageAssetTask object
  62228. */
  62229. addImageTask(taskName: string, url: string): ImageAssetTask;
  62230. /**
  62231. * Add a TextureAssetTask to the list of active tasks
  62232. * @param taskName defines the name of the new task
  62233. * @param url defines the url of the file to load
  62234. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62235. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62236. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62237. * @returns a new TextureAssetTask object
  62238. */
  62239. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62240. /**
  62241. * Add a CubeTextureAssetTask to the list of active tasks
  62242. * @param taskName defines the name of the new task
  62243. * @param url defines the url of the file to load
  62244. * @param extensions defines the extension to use to load the cube map (can be null)
  62245. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62246. * @param files defines the list of files to load (can be null)
  62247. * @returns a new CubeTextureAssetTask object
  62248. */
  62249. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62250. /**
  62251. *
  62252. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62253. * @param taskName defines the name of the new task
  62254. * @param url defines the url of the file to load
  62255. * @param size defines the size you want for the cubemap (can be null)
  62256. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62257. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62258. * @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)
  62259. * @param reserved Internal use only
  62260. * @returns a new HDRCubeTextureAssetTask object
  62261. */
  62262. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62263. /**
  62264. *
  62265. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62266. * @param taskName defines the name of the new task
  62267. * @param url defines the url of the file to load
  62268. * @param size defines the size you want for the cubemap (can be null)
  62269. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62270. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62271. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62272. * @returns a new EquiRectangularCubeTextureAssetTask object
  62273. */
  62274. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62275. /**
  62276. * Remove a task from the assets manager.
  62277. * @param task the task to remove
  62278. */
  62279. removeTask(task: AbstractAssetTask): void;
  62280. private _decreaseWaitingTasksCount;
  62281. private _runTask;
  62282. /**
  62283. * Reset the AssetsManager and remove all tasks
  62284. * @return the current instance of the AssetsManager
  62285. */
  62286. reset(): AssetsManager;
  62287. /**
  62288. * Start the loading process
  62289. * @return the current instance of the AssetsManager
  62290. */
  62291. load(): AssetsManager;
  62292. /**
  62293. * Start the loading process as an async operation
  62294. * @return a promise returning the list of failed tasks
  62295. */
  62296. loadAsync(): Promise<void>;
  62297. }
  62298. }
  62299. declare module "babylonjs/Misc/deferred" {
  62300. /**
  62301. * Wrapper class for promise with external resolve and reject.
  62302. */
  62303. export class Deferred<T> {
  62304. /**
  62305. * The promise associated with this deferred object.
  62306. */
  62307. readonly promise: Promise<T>;
  62308. private _resolve;
  62309. private _reject;
  62310. /**
  62311. * The resolve method of the promise associated with this deferred object.
  62312. */
  62313. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62314. /**
  62315. * The reject method of the promise associated with this deferred object.
  62316. */
  62317. readonly reject: (reason?: any) => void;
  62318. /**
  62319. * Constructor for this deferred object.
  62320. */
  62321. constructor();
  62322. }
  62323. }
  62324. declare module "babylonjs/Misc/meshExploder" {
  62325. import { Mesh } from "babylonjs/Meshes/mesh";
  62326. /**
  62327. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  62328. */
  62329. export class MeshExploder {
  62330. private _centerMesh;
  62331. private _meshes;
  62332. private _meshesOrigins;
  62333. private _toCenterVectors;
  62334. private _scaledDirection;
  62335. private _newPosition;
  62336. private _centerPosition;
  62337. /**
  62338. * Explodes meshes from a center mesh.
  62339. * @param meshes The meshes to explode.
  62340. * @param centerMesh The mesh to be center of explosion.
  62341. */
  62342. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  62343. private _setCenterMesh;
  62344. /**
  62345. * Get class name
  62346. * @returns "MeshExploder"
  62347. */
  62348. getClassName(): string;
  62349. /**
  62350. * "Exploded meshes"
  62351. * @returns Array of meshes with the centerMesh at index 0.
  62352. */
  62353. getMeshes(): Array<Mesh>;
  62354. /**
  62355. * Explodes meshes giving a specific direction
  62356. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  62357. */
  62358. explode(direction?: number): void;
  62359. }
  62360. }
  62361. declare module "babylonjs/Misc/filesInput" {
  62362. import { Engine } from "babylonjs/Engines/engine";
  62363. import { Scene } from "babylonjs/scene";
  62364. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  62365. /**
  62366. * Class used to help managing file picking and drag'n'drop
  62367. */
  62368. export class FilesInput {
  62369. /**
  62370. * List of files ready to be loaded
  62371. */
  62372. static readonly FilesToLoad: {
  62373. [key: string]: File;
  62374. };
  62375. /**
  62376. * Callback called when a file is processed
  62377. */
  62378. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  62379. private _engine;
  62380. private _currentScene;
  62381. private _sceneLoadedCallback;
  62382. private _progressCallback;
  62383. private _additionalRenderLoopLogicCallback;
  62384. private _textureLoadingCallback;
  62385. private _startingProcessingFilesCallback;
  62386. private _onReloadCallback;
  62387. private _errorCallback;
  62388. private _elementToMonitor;
  62389. private _sceneFileToLoad;
  62390. private _filesToLoad;
  62391. /**
  62392. * Creates a new FilesInput
  62393. * @param engine defines the rendering engine
  62394. * @param scene defines the hosting scene
  62395. * @param sceneLoadedCallback callback called when scene is loaded
  62396. * @param progressCallback callback called to track progress
  62397. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  62398. * @param textureLoadingCallback callback called when a texture is loading
  62399. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  62400. * @param onReloadCallback callback called when a reload is requested
  62401. * @param errorCallback callback call if an error occurs
  62402. */
  62403. 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);
  62404. private _dragEnterHandler;
  62405. private _dragOverHandler;
  62406. private _dropHandler;
  62407. /**
  62408. * Calls this function to listen to drag'n'drop events on a specific DOM element
  62409. * @param elementToMonitor defines the DOM element to track
  62410. */
  62411. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  62412. /**
  62413. * Release all associated resources
  62414. */
  62415. dispose(): void;
  62416. private renderFunction;
  62417. private drag;
  62418. private drop;
  62419. private _traverseFolder;
  62420. private _processFiles;
  62421. /**
  62422. * Load files from a drop event
  62423. * @param event defines the drop event to use as source
  62424. */
  62425. loadFiles(event: any): void;
  62426. private _processReload;
  62427. /**
  62428. * Reload the current scene from the loaded files
  62429. */
  62430. reload(): void;
  62431. }
  62432. }
  62433. declare module "babylonjs/Misc/HighDynamicRange/index" {
  62434. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  62435. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  62436. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  62437. }
  62438. declare module "babylonjs/Misc/sceneOptimizer" {
  62439. import { Scene, IDisposable } from "babylonjs/scene";
  62440. import { Observable } from "babylonjs/Misc/observable";
  62441. /**
  62442. * Defines the root class used to create scene optimization to use with SceneOptimizer
  62443. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62444. */
  62445. export class SceneOptimization {
  62446. /**
  62447. * Defines the priority of this optimization (0 by default which means first in the list)
  62448. */
  62449. priority: number;
  62450. /**
  62451. * Gets a string describing the action executed by the current optimization
  62452. * @returns description string
  62453. */
  62454. getDescription(): string;
  62455. /**
  62456. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62457. * @param scene defines the current scene where to apply this optimization
  62458. * @param optimizer defines the current optimizer
  62459. * @returns true if everything that can be done was applied
  62460. */
  62461. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62462. /**
  62463. * Creates the SceneOptimization object
  62464. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62465. * @param desc defines the description associated with the optimization
  62466. */
  62467. constructor(
  62468. /**
  62469. * Defines the priority of this optimization (0 by default which means first in the list)
  62470. */
  62471. priority?: number);
  62472. }
  62473. /**
  62474. * Defines an optimization used to reduce the size of render target textures
  62475. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62476. */
  62477. export class TextureOptimization extends SceneOptimization {
  62478. /**
  62479. * Defines the priority of this optimization (0 by default which means first in the list)
  62480. */
  62481. priority: number;
  62482. /**
  62483. * 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
  62484. */
  62485. maximumSize: number;
  62486. /**
  62487. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62488. */
  62489. step: number;
  62490. /**
  62491. * Gets a string describing the action executed by the current optimization
  62492. * @returns description string
  62493. */
  62494. getDescription(): string;
  62495. /**
  62496. * Creates the TextureOptimization object
  62497. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62498. * @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
  62499. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62500. */
  62501. constructor(
  62502. /**
  62503. * Defines the priority of this optimization (0 by default which means first in the list)
  62504. */
  62505. priority?: number,
  62506. /**
  62507. * 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
  62508. */
  62509. maximumSize?: number,
  62510. /**
  62511. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62512. */
  62513. step?: number);
  62514. /**
  62515. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62516. * @param scene defines the current scene where to apply this optimization
  62517. * @param optimizer defines the current optimizer
  62518. * @returns true if everything that can be done was applied
  62519. */
  62520. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62521. }
  62522. /**
  62523. * Defines an optimization used to increase or decrease the rendering resolution
  62524. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62525. */
  62526. export class HardwareScalingOptimization extends SceneOptimization {
  62527. /**
  62528. * Defines the priority of this optimization (0 by default which means first in the list)
  62529. */
  62530. priority: number;
  62531. /**
  62532. * Defines the maximum scale to use (2 by default)
  62533. */
  62534. maximumScale: number;
  62535. /**
  62536. * Defines the step to use between two passes (0.5 by default)
  62537. */
  62538. step: number;
  62539. private _currentScale;
  62540. private _directionOffset;
  62541. /**
  62542. * Gets a string describing the action executed by the current optimization
  62543. * @return description string
  62544. */
  62545. getDescription(): string;
  62546. /**
  62547. * Creates the HardwareScalingOptimization object
  62548. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62549. * @param maximumScale defines the maximum scale to use (2 by default)
  62550. * @param step defines the step to use between two passes (0.5 by default)
  62551. */
  62552. constructor(
  62553. /**
  62554. * Defines the priority of this optimization (0 by default which means first in the list)
  62555. */
  62556. priority?: number,
  62557. /**
  62558. * Defines the maximum scale to use (2 by default)
  62559. */
  62560. maximumScale?: number,
  62561. /**
  62562. * Defines the step to use between two passes (0.5 by default)
  62563. */
  62564. step?: number);
  62565. /**
  62566. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62567. * @param scene defines the current scene where to apply this optimization
  62568. * @param optimizer defines the current optimizer
  62569. * @returns true if everything that can be done was applied
  62570. */
  62571. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62572. }
  62573. /**
  62574. * Defines an optimization used to remove shadows
  62575. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62576. */
  62577. export class ShadowsOptimization extends SceneOptimization {
  62578. /**
  62579. * Gets a string describing the action executed by the current optimization
  62580. * @return description string
  62581. */
  62582. getDescription(): string;
  62583. /**
  62584. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62585. * @param scene defines the current scene where to apply this optimization
  62586. * @param optimizer defines the current optimizer
  62587. * @returns true if everything that can be done was applied
  62588. */
  62589. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62590. }
  62591. /**
  62592. * Defines an optimization used to turn post-processes off
  62593. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62594. */
  62595. export class PostProcessesOptimization extends SceneOptimization {
  62596. /**
  62597. * Gets a string describing the action executed by the current optimization
  62598. * @return description string
  62599. */
  62600. getDescription(): string;
  62601. /**
  62602. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62603. * @param scene defines the current scene where to apply this optimization
  62604. * @param optimizer defines the current optimizer
  62605. * @returns true if everything that can be done was applied
  62606. */
  62607. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62608. }
  62609. /**
  62610. * Defines an optimization used to turn lens flares off
  62611. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62612. */
  62613. export class LensFlaresOptimization extends SceneOptimization {
  62614. /**
  62615. * Gets a string describing the action executed by the current optimization
  62616. * @return description string
  62617. */
  62618. getDescription(): string;
  62619. /**
  62620. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62621. * @param scene defines the current scene where to apply this optimization
  62622. * @param optimizer defines the current optimizer
  62623. * @returns true if everything that can be done was applied
  62624. */
  62625. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62626. }
  62627. /**
  62628. * Defines an optimization based on user defined callback.
  62629. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62630. */
  62631. export class CustomOptimization extends SceneOptimization {
  62632. /**
  62633. * Callback called to apply the custom optimization.
  62634. */
  62635. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  62636. /**
  62637. * Callback called to get custom description
  62638. */
  62639. onGetDescription: () => string;
  62640. /**
  62641. * Gets a string describing the action executed by the current optimization
  62642. * @returns description string
  62643. */
  62644. getDescription(): string;
  62645. /**
  62646. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62647. * @param scene defines the current scene where to apply this optimization
  62648. * @param optimizer defines the current optimizer
  62649. * @returns true if everything that can be done was applied
  62650. */
  62651. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62652. }
  62653. /**
  62654. * Defines an optimization used to turn particles off
  62655. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62656. */
  62657. export class ParticlesOptimization extends SceneOptimization {
  62658. /**
  62659. * Gets a string describing the action executed by the current optimization
  62660. * @return description string
  62661. */
  62662. getDescription(): string;
  62663. /**
  62664. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62665. * @param scene defines the current scene where to apply this optimization
  62666. * @param optimizer defines the current optimizer
  62667. * @returns true if everything that can be done was applied
  62668. */
  62669. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62670. }
  62671. /**
  62672. * Defines an optimization used to turn render targets off
  62673. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62674. */
  62675. export class RenderTargetsOptimization extends SceneOptimization {
  62676. /**
  62677. * Gets a string describing the action executed by the current optimization
  62678. * @return description string
  62679. */
  62680. getDescription(): string;
  62681. /**
  62682. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62683. * @param scene defines the current scene where to apply this optimization
  62684. * @param optimizer defines the current optimizer
  62685. * @returns true if everything that can be done was applied
  62686. */
  62687. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62688. }
  62689. /**
  62690. * Defines an optimization used to merge meshes with compatible materials
  62691. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62692. */
  62693. export class MergeMeshesOptimization extends SceneOptimization {
  62694. private static _UpdateSelectionTree;
  62695. /**
  62696. * Gets or sets a boolean which defines if optimization octree has to be updated
  62697. */
  62698. /**
  62699. * Gets or sets a boolean which defines if optimization octree has to be updated
  62700. */
  62701. static UpdateSelectionTree: boolean;
  62702. /**
  62703. * Gets a string describing the action executed by the current optimization
  62704. * @return description string
  62705. */
  62706. getDescription(): string;
  62707. private _canBeMerged;
  62708. /**
  62709. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62710. * @param scene defines the current scene where to apply this optimization
  62711. * @param optimizer defines the current optimizer
  62712. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  62713. * @returns true if everything that can be done was applied
  62714. */
  62715. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  62716. }
  62717. /**
  62718. * Defines a list of options used by SceneOptimizer
  62719. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62720. */
  62721. export class SceneOptimizerOptions {
  62722. /**
  62723. * Defines the target frame rate to reach (60 by default)
  62724. */
  62725. targetFrameRate: number;
  62726. /**
  62727. * Defines the interval between two checkes (2000ms by default)
  62728. */
  62729. trackerDuration: number;
  62730. /**
  62731. * Gets the list of optimizations to apply
  62732. */
  62733. optimizations: SceneOptimization[];
  62734. /**
  62735. * Creates a new list of options used by SceneOptimizer
  62736. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  62737. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  62738. */
  62739. constructor(
  62740. /**
  62741. * Defines the target frame rate to reach (60 by default)
  62742. */
  62743. targetFrameRate?: number,
  62744. /**
  62745. * Defines the interval between two checkes (2000ms by default)
  62746. */
  62747. trackerDuration?: number);
  62748. /**
  62749. * Add a new optimization
  62750. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  62751. * @returns the current SceneOptimizerOptions
  62752. */
  62753. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  62754. /**
  62755. * Add a new custom optimization
  62756. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  62757. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  62758. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62759. * @returns the current SceneOptimizerOptions
  62760. */
  62761. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  62762. /**
  62763. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  62764. * @param targetFrameRate defines the target frame rate (60 by default)
  62765. * @returns a SceneOptimizerOptions object
  62766. */
  62767. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  62768. /**
  62769. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  62770. * @param targetFrameRate defines the target frame rate (60 by default)
  62771. * @returns a SceneOptimizerOptions object
  62772. */
  62773. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  62774. /**
  62775. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  62776. * @param targetFrameRate defines the target frame rate (60 by default)
  62777. * @returns a SceneOptimizerOptions object
  62778. */
  62779. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  62780. }
  62781. /**
  62782. * Class used to run optimizations in order to reach a target frame rate
  62783. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62784. */
  62785. export class SceneOptimizer implements IDisposable {
  62786. private _isRunning;
  62787. private _options;
  62788. private _scene;
  62789. private _currentPriorityLevel;
  62790. private _targetFrameRate;
  62791. private _trackerDuration;
  62792. private _currentFrameRate;
  62793. private _sceneDisposeObserver;
  62794. private _improvementMode;
  62795. /**
  62796. * Defines an observable called when the optimizer reaches the target frame rate
  62797. */
  62798. onSuccessObservable: Observable<SceneOptimizer>;
  62799. /**
  62800. * Defines an observable called when the optimizer enables an optimization
  62801. */
  62802. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  62803. /**
  62804. * Defines an observable called when the optimizer is not able to reach the target frame rate
  62805. */
  62806. onFailureObservable: Observable<SceneOptimizer>;
  62807. /**
  62808. * Gets a boolean indicating if the optimizer is in improvement mode
  62809. */
  62810. readonly isInImprovementMode: boolean;
  62811. /**
  62812. * Gets the current priority level (0 at start)
  62813. */
  62814. readonly currentPriorityLevel: number;
  62815. /**
  62816. * Gets the current frame rate checked by the SceneOptimizer
  62817. */
  62818. readonly currentFrameRate: number;
  62819. /**
  62820. * Gets or sets the current target frame rate (60 by default)
  62821. */
  62822. /**
  62823. * Gets or sets the current target frame rate (60 by default)
  62824. */
  62825. targetFrameRate: number;
  62826. /**
  62827. * Gets or sets the current interval between two checks (every 2000ms by default)
  62828. */
  62829. /**
  62830. * Gets or sets the current interval between two checks (every 2000ms by default)
  62831. */
  62832. trackerDuration: number;
  62833. /**
  62834. * Gets the list of active optimizations
  62835. */
  62836. readonly optimizations: SceneOptimization[];
  62837. /**
  62838. * Creates a new SceneOptimizer
  62839. * @param scene defines the scene to work on
  62840. * @param options defines the options to use with the SceneOptimizer
  62841. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  62842. * @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)
  62843. */
  62844. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  62845. /**
  62846. * Stops the current optimizer
  62847. */
  62848. stop(): void;
  62849. /**
  62850. * Reset the optimizer to initial step (current priority level = 0)
  62851. */
  62852. reset(): void;
  62853. /**
  62854. * Start the optimizer. By default it will try to reach a specific framerate
  62855. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  62856. */
  62857. start(): void;
  62858. private _checkCurrentState;
  62859. /**
  62860. * Release all resources
  62861. */
  62862. dispose(): void;
  62863. /**
  62864. * Helper function to create a SceneOptimizer with one single line of code
  62865. * @param scene defines the scene to work on
  62866. * @param options defines the options to use with the SceneOptimizer
  62867. * @param onSuccess defines a callback to call on success
  62868. * @param onFailure defines a callback to call on failure
  62869. * @returns the new SceneOptimizer object
  62870. */
  62871. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  62872. }
  62873. }
  62874. declare module "babylonjs/Misc/sceneSerializer" {
  62875. import { Scene } from "babylonjs/scene";
  62876. /**
  62877. * Class used to serialize a scene into a string
  62878. */
  62879. export class SceneSerializer {
  62880. /**
  62881. * Clear cache used by a previous serialization
  62882. */
  62883. static ClearCache(): void;
  62884. /**
  62885. * Serialize a scene into a JSON compatible object
  62886. * @param scene defines the scene to serialize
  62887. * @returns a JSON compatible object
  62888. */
  62889. static Serialize(scene: Scene): any;
  62890. /**
  62891. * Serialize a mesh into a JSON compatible object
  62892. * @param toSerialize defines the mesh to serialize
  62893. * @param withParents defines if parents must be serialized as well
  62894. * @param withChildren defines if children must be serialized as well
  62895. * @returns a JSON compatible object
  62896. */
  62897. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  62898. }
  62899. }
  62900. declare module "babylonjs/Misc/textureTools" {
  62901. import { Texture } from "babylonjs/Materials/Textures/texture";
  62902. /**
  62903. * Class used to host texture specific utilities
  62904. */
  62905. export class TextureTools {
  62906. /**
  62907. * Uses the GPU to create a copy texture rescaled at a given size
  62908. * @param texture Texture to copy from
  62909. * @param width defines the desired width
  62910. * @param height defines the desired height
  62911. * @param useBilinearMode defines if bilinear mode has to be used
  62912. * @return the generated texture
  62913. */
  62914. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  62915. }
  62916. }
  62917. declare module "babylonjs/Misc/videoRecorder" {
  62918. import { Nullable } from "babylonjs/types";
  62919. import { Engine } from "babylonjs/Engines/engine";
  62920. /**
  62921. * This represents the different options available for the video capture.
  62922. */
  62923. export interface VideoRecorderOptions {
  62924. /** Defines the mime type of the video. */
  62925. mimeType: string;
  62926. /** Defines the FPS the video should be recorded at. */
  62927. fps: number;
  62928. /** Defines the chunk size for the recording data. */
  62929. recordChunckSize: number;
  62930. /** The audio tracks to attach to the recording. */
  62931. audioTracks?: MediaStreamTrack[];
  62932. }
  62933. /**
  62934. * This can help with recording videos from BabylonJS.
  62935. * This is based on the available WebRTC functionalities of the browser.
  62936. *
  62937. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  62938. */
  62939. export class VideoRecorder {
  62940. private static readonly _defaultOptions;
  62941. /**
  62942. * Returns whether or not the VideoRecorder is available in your browser.
  62943. * @param engine Defines the Babylon Engine.
  62944. * @returns true if supported otherwise false.
  62945. */
  62946. static IsSupported(engine: Engine): boolean;
  62947. private readonly _options;
  62948. private _canvas;
  62949. private _mediaRecorder;
  62950. private _recordedChunks;
  62951. private _fileName;
  62952. private _resolve;
  62953. private _reject;
  62954. /**
  62955. * True when a recording is already in progress.
  62956. */
  62957. readonly isRecording: boolean;
  62958. /**
  62959. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  62960. * @param engine Defines the BabylonJS Engine you wish to record.
  62961. * @param options Defines options that can be used to customize the capture.
  62962. */
  62963. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  62964. /**
  62965. * Stops the current recording before the default capture timeout passed in the startRecording function.
  62966. */
  62967. stopRecording(): void;
  62968. /**
  62969. * Starts recording the canvas for a max duration specified in parameters.
  62970. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  62971. * If null no automatic download will start and you can rely on the promise to get the data back.
  62972. * @param maxDuration Defines the maximum recording time in seconds.
  62973. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  62974. * @return A promise callback at the end of the recording with the video data in Blob.
  62975. */
  62976. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  62977. /**
  62978. * Releases internal resources used during the recording.
  62979. */
  62980. dispose(): void;
  62981. private _handleDataAvailable;
  62982. private _handleError;
  62983. private _handleStop;
  62984. }
  62985. }
  62986. declare module "babylonjs/Misc/screenshotTools" {
  62987. import { Camera } from "babylonjs/Cameras/camera";
  62988. import { Engine } from "babylonjs/Engines/engine";
  62989. /**
  62990. * Class containing a set of static utilities functions for screenshots
  62991. */
  62992. export class ScreenshotTools {
  62993. /**
  62994. * Captures a screenshot of the current rendering
  62995. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  62996. * @param engine defines the rendering engine
  62997. * @param camera defines the source camera
  62998. * @param size This parameter can be set to a single number or to an object with the
  62999. * following (optional) properties: precision, width, height. If a single number is passed,
  63000. * it will be used for both width and height. If an object is passed, the screenshot size
  63001. * will be derived from the parameters. The precision property is a multiplier allowing
  63002. * rendering at a higher or lower resolution
  63003. * @param successCallback defines the callback receives a single parameter which contains the
  63004. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63005. * src parameter of an <img> to display it
  63006. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63007. * Check your browser for supported MIME types
  63008. */
  63009. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  63010. /**
  63011. * Generates an image screenshot from the specified camera.
  63012. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63013. * @param engine The engine to use for rendering
  63014. * @param camera The camera to use for rendering
  63015. * @param size This parameter can be set to a single number or to an object with the
  63016. * following (optional) properties: precision, width, height. If a single number is passed,
  63017. * it will be used for both width and height. If an object is passed, the screenshot size
  63018. * will be derived from the parameters. The precision property is a multiplier allowing
  63019. * rendering at a higher or lower resolution
  63020. * @param successCallback The callback receives a single parameter which contains the
  63021. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63022. * src parameter of an <img> to display it
  63023. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63024. * Check your browser for supported MIME types
  63025. * @param samples Texture samples (default: 1)
  63026. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63027. * @param fileName A name for for the downloaded file.
  63028. */
  63029. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63030. }
  63031. }
  63032. declare module "babylonjs/Misc/index" {
  63033. export * from "babylonjs/Misc/andOrNotEvaluator";
  63034. export * from "babylonjs/Misc/assetsManager";
  63035. export * from "babylonjs/Misc/dds";
  63036. export * from "babylonjs/Misc/decorators";
  63037. export * from "babylonjs/Misc/deferred";
  63038. export * from "babylonjs/Misc/environmentTextureTools";
  63039. export * from "babylonjs/Misc/meshExploder";
  63040. export * from "babylonjs/Misc/filesInput";
  63041. export * from "babylonjs/Misc/HighDynamicRange/index";
  63042. export * from "babylonjs/Misc/khronosTextureContainer";
  63043. export * from "babylonjs/Misc/observable";
  63044. export * from "babylonjs/Misc/performanceMonitor";
  63045. export * from "babylonjs/Misc/promise";
  63046. export * from "babylonjs/Misc/sceneOptimizer";
  63047. export * from "babylonjs/Misc/sceneSerializer";
  63048. export * from "babylonjs/Misc/smartArray";
  63049. export * from "babylonjs/Misc/stringDictionary";
  63050. export * from "babylonjs/Misc/tags";
  63051. export * from "babylonjs/Misc/textureTools";
  63052. export * from "babylonjs/Misc/tga";
  63053. export * from "babylonjs/Misc/tools";
  63054. export * from "babylonjs/Misc/videoRecorder";
  63055. export * from "babylonjs/Misc/virtualJoystick";
  63056. export * from "babylonjs/Misc/workerPool";
  63057. export * from "babylonjs/Misc/logger";
  63058. export * from "babylonjs/Misc/typeStore";
  63059. export * from "babylonjs/Misc/filesInputStore";
  63060. export * from "babylonjs/Misc/deepCopier";
  63061. export * from "babylonjs/Misc/pivotTools";
  63062. export * from "babylonjs/Misc/precisionDate";
  63063. export * from "babylonjs/Misc/screenshotTools";
  63064. export * from "babylonjs/Misc/typeStore";
  63065. export * from "babylonjs/Misc/webRequest";
  63066. export * from "babylonjs/Misc/iInspectable";
  63067. export * from "babylonjs/Misc/brdfTextureTools";
  63068. export * from "babylonjs/Misc/gradients";
  63069. export * from "babylonjs/Misc/perfCounter";
  63070. export * from "babylonjs/Misc/fileRequest";
  63071. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63072. export * from "babylonjs/Misc/retryStrategy";
  63073. export * from "babylonjs/Misc/loadFileError";
  63074. }
  63075. declare module "babylonjs/index" {
  63076. export * from "babylonjs/abstractScene";
  63077. export * from "babylonjs/Actions/index";
  63078. export * from "babylonjs/Animations/index";
  63079. export * from "babylonjs/assetContainer";
  63080. export * from "babylonjs/Audio/index";
  63081. export * from "babylonjs/Behaviors/index";
  63082. export * from "babylonjs/Bones/index";
  63083. export * from "babylonjs/Cameras/index";
  63084. export * from "babylonjs/Collisions/index";
  63085. export * from "babylonjs/Culling/index";
  63086. export * from "babylonjs/Debug/index";
  63087. export * from "babylonjs/Engines/index";
  63088. export * from "babylonjs/Events/index";
  63089. export * from "babylonjs/Gamepads/index";
  63090. export * from "babylonjs/Gizmos/index";
  63091. export * from "babylonjs/Helpers/index";
  63092. export * from "babylonjs/Instrumentation/index";
  63093. export * from "babylonjs/Layers/index";
  63094. export * from "babylonjs/LensFlares/index";
  63095. export * from "babylonjs/Lights/index";
  63096. export * from "babylonjs/Loading/index";
  63097. export * from "babylonjs/Materials/index";
  63098. export * from "babylonjs/Maths/index";
  63099. export * from "babylonjs/Meshes/index";
  63100. export * from "babylonjs/Morph/index";
  63101. export * from "babylonjs/node";
  63102. export * from "babylonjs/Offline/index";
  63103. export * from "babylonjs/Particles/index";
  63104. export * from "babylonjs/Physics/index";
  63105. export * from "babylonjs/PostProcesses/index";
  63106. export * from "babylonjs/Probes/index";
  63107. export * from "babylonjs/Rendering/index";
  63108. export * from "babylonjs/scene";
  63109. export * from "babylonjs/sceneComponent";
  63110. export * from "babylonjs/Sprites/index";
  63111. export * from "babylonjs/States/index";
  63112. export * from "babylonjs/Misc/index";
  63113. export * from "babylonjs/types";
  63114. }
  63115. declare module "babylonjs/Animations/pathCursor" {
  63116. import { Vector3 } from "babylonjs/Maths/math.vector";
  63117. import { Path2 } from "babylonjs/Maths/math.path";
  63118. /**
  63119. * A cursor which tracks a point on a path
  63120. */
  63121. export class PathCursor {
  63122. private path;
  63123. /**
  63124. * Stores path cursor callbacks for when an onchange event is triggered
  63125. */
  63126. private _onchange;
  63127. /**
  63128. * The value of the path cursor
  63129. */
  63130. value: number;
  63131. /**
  63132. * The animation array of the path cursor
  63133. */
  63134. animations: Animation[];
  63135. /**
  63136. * Initializes the path cursor
  63137. * @param path The path to track
  63138. */
  63139. constructor(path: Path2);
  63140. /**
  63141. * Gets the cursor point on the path
  63142. * @returns A point on the path cursor at the cursor location
  63143. */
  63144. getPoint(): Vector3;
  63145. /**
  63146. * Moves the cursor ahead by the step amount
  63147. * @param step The amount to move the cursor forward
  63148. * @returns This path cursor
  63149. */
  63150. moveAhead(step?: number): PathCursor;
  63151. /**
  63152. * Moves the cursor behind by the step amount
  63153. * @param step The amount to move the cursor back
  63154. * @returns This path cursor
  63155. */
  63156. moveBack(step?: number): PathCursor;
  63157. /**
  63158. * Moves the cursor by the step amount
  63159. * If the step amount is greater than one, an exception is thrown
  63160. * @param step The amount to move the cursor
  63161. * @returns This path cursor
  63162. */
  63163. move(step: number): PathCursor;
  63164. /**
  63165. * Ensures that the value is limited between zero and one
  63166. * @returns This path cursor
  63167. */
  63168. private ensureLimits;
  63169. /**
  63170. * Runs onchange callbacks on change (used by the animation engine)
  63171. * @returns This path cursor
  63172. */
  63173. private raiseOnChange;
  63174. /**
  63175. * Executes a function on change
  63176. * @param f A path cursor onchange callback
  63177. * @returns This path cursor
  63178. */
  63179. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63180. }
  63181. }
  63182. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63183. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63184. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63185. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63186. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63187. }
  63188. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63189. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63190. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63191. }
  63192. declare module "babylonjs/Engines/Processors/index" {
  63193. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63194. export * from "babylonjs/Engines/Processors/Expressions/index";
  63195. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63196. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63197. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63198. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63199. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63200. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63201. }
  63202. declare module "babylonjs/Legacy/legacy" {
  63203. import * as Babylon from "babylonjs/index";
  63204. export * from "babylonjs/index";
  63205. }
  63206. declare module "babylonjs/Shaders/blur.fragment" {
  63207. /** @hidden */
  63208. export var blurPixelShader: {
  63209. name: string;
  63210. shader: string;
  63211. };
  63212. }
  63213. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63214. /** @hidden */
  63215. export var pointCloudVertexDeclaration: {
  63216. name: string;
  63217. shader: string;
  63218. };
  63219. }
  63220. declare module "babylonjs" {
  63221. export * from "babylonjs/Legacy/legacy";
  63222. }
  63223. declare module BABYLON {
  63224. /** Alias type for value that can be null */
  63225. export type Nullable<T> = T | null;
  63226. /**
  63227. * Alias type for number that are floats
  63228. * @ignorenaming
  63229. */
  63230. export type float = number;
  63231. /**
  63232. * Alias type for number that are doubles.
  63233. * @ignorenaming
  63234. */
  63235. export type double = number;
  63236. /**
  63237. * Alias type for number that are integer
  63238. * @ignorenaming
  63239. */
  63240. export type int = number;
  63241. /** Alias type for number array or Float32Array */
  63242. export type FloatArray = number[] | Float32Array;
  63243. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63244. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63245. /**
  63246. * Alias for types that can be used by a Buffer or VertexBuffer.
  63247. */
  63248. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63249. /**
  63250. * Alias type for primitive types
  63251. * @ignorenaming
  63252. */
  63253. type Primitive = undefined | null | boolean | string | number | Function;
  63254. /**
  63255. * Type modifier to make all the properties of an object Readonly
  63256. */
  63257. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63258. /**
  63259. * Type modifier to make all the properties of an object Readonly recursively
  63260. */
  63261. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63262. /** @hidden */
  63263. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63264. }
  63265. /** @hidden */
  63266. /** @hidden */
  63267. type DeepImmutableObject<T> = {
  63268. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63269. };
  63270. }
  63271. declare module BABYLON {
  63272. /**
  63273. * A class serves as a medium between the observable and its observers
  63274. */
  63275. export class EventState {
  63276. /**
  63277. * Create a new EventState
  63278. * @param mask defines the mask associated with this state
  63279. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63280. * @param target defines the original target of the state
  63281. * @param currentTarget defines the current target of the state
  63282. */
  63283. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63284. /**
  63285. * Initialize the current event state
  63286. * @param mask defines the mask associated with this state
  63287. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63288. * @param target defines the original target of the state
  63289. * @param currentTarget defines the current target of the state
  63290. * @returns the current event state
  63291. */
  63292. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  63293. /**
  63294. * An Observer can set this property to true to prevent subsequent observers of being notified
  63295. */
  63296. skipNextObservers: boolean;
  63297. /**
  63298. * Get the mask value that were used to trigger the event corresponding to this EventState object
  63299. */
  63300. mask: number;
  63301. /**
  63302. * The object that originally notified the event
  63303. */
  63304. target?: any;
  63305. /**
  63306. * The current object in the bubbling phase
  63307. */
  63308. currentTarget?: any;
  63309. /**
  63310. * This will be populated with the return value of the last function that was executed.
  63311. * If it is the first function in the callback chain it will be the event data.
  63312. */
  63313. lastReturnValue?: any;
  63314. }
  63315. /**
  63316. * Represent an Observer registered to a given Observable object.
  63317. */
  63318. export class Observer<T> {
  63319. /**
  63320. * Defines the callback to call when the observer is notified
  63321. */
  63322. callback: (eventData: T, eventState: EventState) => void;
  63323. /**
  63324. * Defines the mask of the observer (used to filter notifications)
  63325. */
  63326. mask: number;
  63327. /**
  63328. * Defines the current scope used to restore the JS context
  63329. */
  63330. scope: any;
  63331. /** @hidden */
  63332. _willBeUnregistered: boolean;
  63333. /**
  63334. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  63335. */
  63336. unregisterOnNextCall: boolean;
  63337. /**
  63338. * Creates a new observer
  63339. * @param callback defines the callback to call when the observer is notified
  63340. * @param mask defines the mask of the observer (used to filter notifications)
  63341. * @param scope defines the current scope used to restore the JS context
  63342. */
  63343. constructor(
  63344. /**
  63345. * Defines the callback to call when the observer is notified
  63346. */
  63347. callback: (eventData: T, eventState: EventState) => void,
  63348. /**
  63349. * Defines the mask of the observer (used to filter notifications)
  63350. */
  63351. mask: number,
  63352. /**
  63353. * Defines the current scope used to restore the JS context
  63354. */
  63355. scope?: any);
  63356. }
  63357. /**
  63358. * Represent a list of observers registered to multiple Observables object.
  63359. */
  63360. export class MultiObserver<T> {
  63361. private _observers;
  63362. private _observables;
  63363. /**
  63364. * Release associated resources
  63365. */
  63366. dispose(): void;
  63367. /**
  63368. * Raise a callback when one of the observable will notify
  63369. * @param observables defines a list of observables to watch
  63370. * @param callback defines the callback to call on notification
  63371. * @param mask defines the mask used to filter notifications
  63372. * @param scope defines the current scope used to restore the JS context
  63373. * @returns the new MultiObserver
  63374. */
  63375. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  63376. }
  63377. /**
  63378. * The Observable class is a simple implementation of the Observable pattern.
  63379. *
  63380. * 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.
  63381. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  63382. * 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).
  63383. * 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.
  63384. */
  63385. export class Observable<T> {
  63386. private _observers;
  63387. private _eventState;
  63388. private _onObserverAdded;
  63389. /**
  63390. * Gets the list of observers
  63391. */
  63392. readonly observers: Array<Observer<T>>;
  63393. /**
  63394. * Creates a new observable
  63395. * @param onObserverAdded defines a callback to call when a new observer is added
  63396. */
  63397. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  63398. /**
  63399. * Create a new Observer with the specified callback
  63400. * @param callback the callback that will be executed for that Observer
  63401. * @param mask the mask used to filter observers
  63402. * @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.
  63403. * @param scope optional scope for the callback to be called from
  63404. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  63405. * @returns the new observer created for the callback
  63406. */
  63407. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  63408. /**
  63409. * Create a new Observer with the specified callback and unregisters after the next notification
  63410. * @param callback the callback that will be executed for that Observer
  63411. * @returns the new observer created for the callback
  63412. */
  63413. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  63414. /**
  63415. * Remove an Observer from the Observable object
  63416. * @param observer the instance of the Observer to remove
  63417. * @returns false if it doesn't belong to this Observable
  63418. */
  63419. remove(observer: Nullable<Observer<T>>): boolean;
  63420. /**
  63421. * Remove a callback from the Observable object
  63422. * @param callback the callback to remove
  63423. * @param scope optional scope. If used only the callbacks with this scope will be removed
  63424. * @returns false if it doesn't belong to this Observable
  63425. */
  63426. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  63427. private _deferUnregister;
  63428. private _remove;
  63429. /**
  63430. * Moves the observable to the top of the observer list making it get called first when notified
  63431. * @param observer the observer to move
  63432. */
  63433. makeObserverTopPriority(observer: Observer<T>): void;
  63434. /**
  63435. * Moves the observable to the bottom of the observer list making it get called last when notified
  63436. * @param observer the observer to move
  63437. */
  63438. makeObserverBottomPriority(observer: Observer<T>): void;
  63439. /**
  63440. * Notify all Observers by calling their respective callback with the given data
  63441. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  63442. * @param eventData defines the data to send to all observers
  63443. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  63444. * @param target defines the original target of the state
  63445. * @param currentTarget defines the current target of the state
  63446. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  63447. */
  63448. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  63449. /**
  63450. * Calling this will execute each callback, expecting it to be a promise or return a value.
  63451. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  63452. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  63453. * and it is crucial that all callbacks will be executed.
  63454. * The order of the callbacks is kept, callbacks are not executed parallel.
  63455. *
  63456. * @param eventData The data to be sent to each callback
  63457. * @param mask is used to filter observers defaults to -1
  63458. * @param target defines the callback target (see EventState)
  63459. * @param currentTarget defines he current object in the bubbling phase
  63460. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  63461. */
  63462. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  63463. /**
  63464. * Notify a specific observer
  63465. * @param observer defines the observer to notify
  63466. * @param eventData defines the data to be sent to each callback
  63467. * @param mask is used to filter observers defaults to -1
  63468. */
  63469. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  63470. /**
  63471. * Gets a boolean indicating if the observable has at least one observer
  63472. * @returns true is the Observable has at least one Observer registered
  63473. */
  63474. hasObservers(): boolean;
  63475. /**
  63476. * Clear the list of observers
  63477. */
  63478. clear(): void;
  63479. /**
  63480. * Clone the current observable
  63481. * @returns a new observable
  63482. */
  63483. clone(): Observable<T>;
  63484. /**
  63485. * Does this observable handles observer registered with a given mask
  63486. * @param mask defines the mask to be tested
  63487. * @return whether or not one observer registered with the given mask is handeled
  63488. **/
  63489. hasSpecificMask(mask?: number): boolean;
  63490. }
  63491. }
  63492. declare module BABYLON {
  63493. /**
  63494. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  63495. * Babylon.js
  63496. */
  63497. export class DomManagement {
  63498. /**
  63499. * Checks if the window object exists
  63500. * @returns true if the window object exists
  63501. */
  63502. static IsWindowObjectExist(): boolean;
  63503. /**
  63504. * Extracts text content from a DOM element hierarchy
  63505. * @param element defines the root element
  63506. * @returns a string
  63507. */
  63508. static GetDOMTextContent(element: HTMLElement): string;
  63509. }
  63510. }
  63511. declare module BABYLON {
  63512. /**
  63513. * Logger used througouht the application to allow configuration of
  63514. * the log level required for the messages.
  63515. */
  63516. export class Logger {
  63517. /**
  63518. * No log
  63519. */
  63520. static readonly NoneLogLevel: number;
  63521. /**
  63522. * Only message logs
  63523. */
  63524. static readonly MessageLogLevel: number;
  63525. /**
  63526. * Only warning logs
  63527. */
  63528. static readonly WarningLogLevel: number;
  63529. /**
  63530. * Only error logs
  63531. */
  63532. static readonly ErrorLogLevel: number;
  63533. /**
  63534. * All logs
  63535. */
  63536. static readonly AllLogLevel: number;
  63537. private static _LogCache;
  63538. /**
  63539. * Gets a value indicating the number of loading errors
  63540. * @ignorenaming
  63541. */
  63542. static errorsCount: number;
  63543. /**
  63544. * Callback called when a new log is added
  63545. */
  63546. static OnNewCacheEntry: (entry: string) => void;
  63547. private static _AddLogEntry;
  63548. private static _FormatMessage;
  63549. private static _LogDisabled;
  63550. private static _LogEnabled;
  63551. private static _WarnDisabled;
  63552. private static _WarnEnabled;
  63553. private static _ErrorDisabled;
  63554. private static _ErrorEnabled;
  63555. /**
  63556. * Log a message to the console
  63557. */
  63558. static Log: (message: string) => void;
  63559. /**
  63560. * Write a warning message to the console
  63561. */
  63562. static Warn: (message: string) => void;
  63563. /**
  63564. * Write an error message to the console
  63565. */
  63566. static Error: (message: string) => void;
  63567. /**
  63568. * Gets current log cache (list of logs)
  63569. */
  63570. static readonly LogCache: string;
  63571. /**
  63572. * Clears the log cache
  63573. */
  63574. static ClearLogCache(): void;
  63575. /**
  63576. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  63577. */
  63578. static LogLevels: number;
  63579. }
  63580. }
  63581. declare module BABYLON {
  63582. /** @hidden */
  63583. export class _TypeStore {
  63584. /** @hidden */
  63585. static RegisteredTypes: {
  63586. [key: string]: Object;
  63587. };
  63588. /** @hidden */
  63589. static GetClass(fqdn: string): any;
  63590. }
  63591. }
  63592. declare module BABYLON {
  63593. /**
  63594. * Class containing a set of static utilities functions for deep copy.
  63595. */
  63596. export class DeepCopier {
  63597. /**
  63598. * Tries to copy an object by duplicating every property
  63599. * @param source defines the source object
  63600. * @param destination defines the target object
  63601. * @param doNotCopyList defines a list of properties to avoid
  63602. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  63603. */
  63604. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  63605. }
  63606. }
  63607. declare module BABYLON {
  63608. /**
  63609. * Class containing a set of static utilities functions for precision date
  63610. */
  63611. export class PrecisionDate {
  63612. /**
  63613. * Gets either window.performance.now() if supported or Date.now() else
  63614. */
  63615. static readonly Now: number;
  63616. }
  63617. }
  63618. declare module BABYLON {
  63619. /** @hidden */
  63620. export class _DevTools {
  63621. static WarnImport(name: string): string;
  63622. }
  63623. }
  63624. declare module BABYLON {
  63625. /**
  63626. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  63627. */
  63628. export class WebRequest {
  63629. private _xhr;
  63630. /**
  63631. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  63632. * i.e. when loading files, where the server/service expects an Authorization header
  63633. */
  63634. static CustomRequestHeaders: {
  63635. [key: string]: string;
  63636. };
  63637. /**
  63638. * Add callback functions in this array to update all the requests before they get sent to the network
  63639. */
  63640. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  63641. private _injectCustomRequestHeaders;
  63642. /**
  63643. * Gets or sets a function to be called when loading progress changes
  63644. */
  63645. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  63646. /**
  63647. * Returns client's state
  63648. */
  63649. readonly readyState: number;
  63650. /**
  63651. * Returns client's status
  63652. */
  63653. readonly status: number;
  63654. /**
  63655. * Returns client's status as a text
  63656. */
  63657. readonly statusText: string;
  63658. /**
  63659. * Returns client's response
  63660. */
  63661. readonly response: any;
  63662. /**
  63663. * Returns client's response url
  63664. */
  63665. readonly responseURL: string;
  63666. /**
  63667. * Returns client's response as text
  63668. */
  63669. readonly responseText: string;
  63670. /**
  63671. * Gets or sets the expected response type
  63672. */
  63673. responseType: XMLHttpRequestResponseType;
  63674. /** @hidden */
  63675. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  63676. /** @hidden */
  63677. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  63678. /**
  63679. * Cancels any network activity
  63680. */
  63681. abort(): void;
  63682. /**
  63683. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  63684. * @param body defines an optional request body
  63685. */
  63686. send(body?: Document | BodyInit | null): void;
  63687. /**
  63688. * Sets the request method, request URL
  63689. * @param method defines the method to use (GET, POST, etc..)
  63690. * @param url defines the url to connect with
  63691. */
  63692. open(method: string, url: string): void;
  63693. }
  63694. }
  63695. declare module BABYLON {
  63696. /**
  63697. * File request interface
  63698. */
  63699. export interface IFileRequest {
  63700. /**
  63701. * Raised when the request is complete (success or error).
  63702. */
  63703. onCompleteObservable: Observable<IFileRequest>;
  63704. /**
  63705. * Aborts the request for a file.
  63706. */
  63707. abort: () => void;
  63708. }
  63709. }
  63710. declare module BABYLON {
  63711. /**
  63712. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  63713. */
  63714. export class PerformanceMonitor {
  63715. private _enabled;
  63716. private _rollingFrameTime;
  63717. private _lastFrameTimeMs;
  63718. /**
  63719. * constructor
  63720. * @param frameSampleSize The number of samples required to saturate the sliding window
  63721. */
  63722. constructor(frameSampleSize?: number);
  63723. /**
  63724. * Samples current frame
  63725. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  63726. */
  63727. sampleFrame(timeMs?: number): void;
  63728. /**
  63729. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  63730. */
  63731. readonly averageFrameTime: number;
  63732. /**
  63733. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  63734. */
  63735. readonly averageFrameTimeVariance: number;
  63736. /**
  63737. * Returns the frame time of the most recent frame
  63738. */
  63739. readonly instantaneousFrameTime: number;
  63740. /**
  63741. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  63742. */
  63743. readonly averageFPS: number;
  63744. /**
  63745. * Returns the average framerate in frames per second using the most recent frame time
  63746. */
  63747. readonly instantaneousFPS: number;
  63748. /**
  63749. * Returns true if enough samples have been taken to completely fill the sliding window
  63750. */
  63751. readonly isSaturated: boolean;
  63752. /**
  63753. * Enables contributions to the sliding window sample set
  63754. */
  63755. enable(): void;
  63756. /**
  63757. * Disables contributions to the sliding window sample set
  63758. * Samples will not be interpolated over the disabled period
  63759. */
  63760. disable(): void;
  63761. /**
  63762. * Returns true if sampling is enabled
  63763. */
  63764. readonly isEnabled: boolean;
  63765. /**
  63766. * Resets performance monitor
  63767. */
  63768. reset(): void;
  63769. }
  63770. /**
  63771. * RollingAverage
  63772. *
  63773. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  63774. */
  63775. export class RollingAverage {
  63776. /**
  63777. * Current average
  63778. */
  63779. average: number;
  63780. /**
  63781. * Current variance
  63782. */
  63783. variance: number;
  63784. protected _samples: Array<number>;
  63785. protected _sampleCount: number;
  63786. protected _pos: number;
  63787. protected _m2: number;
  63788. /**
  63789. * constructor
  63790. * @param length The number of samples required to saturate the sliding window
  63791. */
  63792. constructor(length: number);
  63793. /**
  63794. * Adds a sample to the sample set
  63795. * @param v The sample value
  63796. */
  63797. add(v: number): void;
  63798. /**
  63799. * Returns previously added values or null if outside of history or outside the sliding window domain
  63800. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  63801. * @return Value previously recorded with add() or null if outside of range
  63802. */
  63803. history(i: number): number;
  63804. /**
  63805. * Returns true if enough samples have been taken to completely fill the sliding window
  63806. * @return true if sample-set saturated
  63807. */
  63808. isSaturated(): boolean;
  63809. /**
  63810. * Resets the rolling average (equivalent to 0 samples taken so far)
  63811. */
  63812. reset(): void;
  63813. /**
  63814. * Wraps a value around the sample range boundaries
  63815. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  63816. * @return Wrapped position in sample range
  63817. */
  63818. protected _wrapPosition(i: number): number;
  63819. }
  63820. }
  63821. declare module BABYLON {
  63822. /**
  63823. * This class implement a typical dictionary using a string as key and the generic type T as value.
  63824. * The underlying implementation relies on an associative array to ensure the best performances.
  63825. * The value can be anything including 'null' but except 'undefined'
  63826. */
  63827. export class StringDictionary<T> {
  63828. /**
  63829. * This will clear this dictionary and copy the content from the 'source' one.
  63830. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  63831. * @param source the dictionary to take the content from and copy to this dictionary
  63832. */
  63833. copyFrom(source: StringDictionary<T>): void;
  63834. /**
  63835. * Get a value based from its key
  63836. * @param key the given key to get the matching value from
  63837. * @return the value if found, otherwise undefined is returned
  63838. */
  63839. get(key: string): T | undefined;
  63840. /**
  63841. * Get a value from its key or add it if it doesn't exist.
  63842. * This method will ensure you that a given key/data will be present in the dictionary.
  63843. * @param key the given key to get the matching value from
  63844. * @param factory the factory that will create the value if the key is not present in the dictionary.
  63845. * The factory will only be invoked if there's no data for the given key.
  63846. * @return the value corresponding to the key.
  63847. */
  63848. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  63849. /**
  63850. * Get a value from its key if present in the dictionary otherwise add it
  63851. * @param key the key to get the value from
  63852. * @param val if there's no such key/value pair in the dictionary add it with this value
  63853. * @return the value corresponding to the key
  63854. */
  63855. getOrAdd(key: string, val: T): T;
  63856. /**
  63857. * Check if there's a given key in the dictionary
  63858. * @param key the key to check for
  63859. * @return true if the key is present, false otherwise
  63860. */
  63861. contains(key: string): boolean;
  63862. /**
  63863. * Add a new key and its corresponding value
  63864. * @param key the key to add
  63865. * @param value the value corresponding to the key
  63866. * @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
  63867. */
  63868. add(key: string, value: T): boolean;
  63869. /**
  63870. * Update a specific value associated to a key
  63871. * @param key defines the key to use
  63872. * @param value defines the value to store
  63873. * @returns true if the value was updated (or false if the key was not found)
  63874. */
  63875. set(key: string, value: T): boolean;
  63876. /**
  63877. * Get the element of the given key and remove it from the dictionary
  63878. * @param key defines the key to search
  63879. * @returns the value associated with the key or null if not found
  63880. */
  63881. getAndRemove(key: string): Nullable<T>;
  63882. /**
  63883. * Remove a key/value from the dictionary.
  63884. * @param key the key to remove
  63885. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  63886. */
  63887. remove(key: string): boolean;
  63888. /**
  63889. * Clear the whole content of the dictionary
  63890. */
  63891. clear(): void;
  63892. /**
  63893. * Gets the current count
  63894. */
  63895. readonly count: number;
  63896. /**
  63897. * Execute a callback on each key/val of the dictionary.
  63898. * Note that you can remove any element in this dictionary in the callback implementation
  63899. * @param callback the callback to execute on a given key/value pair
  63900. */
  63901. forEach(callback: (key: string, val: T) => void): void;
  63902. /**
  63903. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  63904. * If the callback returns null or undefined the method will iterate to the next key/value pair
  63905. * Note that you can remove any element in this dictionary in the callback implementation
  63906. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  63907. * @returns the first item
  63908. */
  63909. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  63910. private _count;
  63911. private _data;
  63912. }
  63913. }
  63914. declare module BABYLON {
  63915. /**
  63916. * Class used to store gfx data (like WebGLBuffer)
  63917. */
  63918. export class DataBuffer {
  63919. /**
  63920. * Gets or sets the number of objects referencing this buffer
  63921. */
  63922. references: number;
  63923. /** Gets or sets the size of the underlying buffer */
  63924. capacity: number;
  63925. /**
  63926. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  63927. */
  63928. is32Bits: boolean;
  63929. /**
  63930. * Gets the underlying buffer
  63931. */
  63932. readonly underlyingResource: any;
  63933. }
  63934. }
  63935. declare module BABYLON {
  63936. /**
  63937. * Class used to store data that will be store in GPU memory
  63938. */
  63939. export class Buffer {
  63940. private _engine;
  63941. private _buffer;
  63942. /** @hidden */
  63943. _data: Nullable<DataArray>;
  63944. private _updatable;
  63945. private _instanced;
  63946. /**
  63947. * Gets the byte stride.
  63948. */
  63949. readonly byteStride: number;
  63950. /**
  63951. * Constructor
  63952. * @param engine the engine
  63953. * @param data the data to use for this buffer
  63954. * @param updatable whether the data is updatable
  63955. * @param stride the stride (optional)
  63956. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  63957. * @param instanced whether the buffer is instanced (optional)
  63958. * @param useBytes set to true if the stride in in bytes (optional)
  63959. */
  63960. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  63961. /**
  63962. * Create a new VertexBuffer based on the current buffer
  63963. * @param kind defines the vertex buffer kind (position, normal, etc.)
  63964. * @param offset defines offset in the buffer (0 by default)
  63965. * @param size defines the size in floats of attributes (position is 3 for instance)
  63966. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  63967. * @param instanced defines if the vertex buffer contains indexed data
  63968. * @param useBytes defines if the offset and stride are in bytes
  63969. * @returns the new vertex buffer
  63970. */
  63971. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  63972. /**
  63973. * Gets a boolean indicating if the Buffer is updatable?
  63974. * @returns true if the buffer is updatable
  63975. */
  63976. isUpdatable(): boolean;
  63977. /**
  63978. * Gets current buffer's data
  63979. * @returns a DataArray or null
  63980. */
  63981. getData(): Nullable<DataArray>;
  63982. /**
  63983. * Gets underlying native buffer
  63984. * @returns underlying native buffer
  63985. */
  63986. getBuffer(): Nullable<DataBuffer>;
  63987. /**
  63988. * Gets the stride in float32 units (i.e. byte stride / 4).
  63989. * May not be an integer if the byte stride is not divisible by 4.
  63990. * DEPRECATED. Use byteStride instead.
  63991. * @returns the stride in float32 units
  63992. */
  63993. getStrideSize(): number;
  63994. /**
  63995. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  63996. * @param data defines the data to store
  63997. */
  63998. create(data?: Nullable<DataArray>): void;
  63999. /** @hidden */
  64000. _rebuild(): void;
  64001. /**
  64002. * Update current buffer data
  64003. * @param data defines the data to store
  64004. */
  64005. update(data: DataArray): void;
  64006. /**
  64007. * Updates the data directly.
  64008. * @param data the new data
  64009. * @param offset the new offset
  64010. * @param vertexCount the vertex count (optional)
  64011. * @param useBytes set to true if the offset is in bytes
  64012. */
  64013. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64014. /**
  64015. * Release all resources
  64016. */
  64017. dispose(): void;
  64018. }
  64019. /**
  64020. * Specialized buffer used to store vertex data
  64021. */
  64022. export class VertexBuffer {
  64023. /** @hidden */
  64024. _buffer: Buffer;
  64025. private _kind;
  64026. private _size;
  64027. private _ownsBuffer;
  64028. private _instanced;
  64029. private _instanceDivisor;
  64030. /**
  64031. * The byte type.
  64032. */
  64033. static readonly BYTE: number;
  64034. /**
  64035. * The unsigned byte type.
  64036. */
  64037. static readonly UNSIGNED_BYTE: number;
  64038. /**
  64039. * The short type.
  64040. */
  64041. static readonly SHORT: number;
  64042. /**
  64043. * The unsigned short type.
  64044. */
  64045. static readonly UNSIGNED_SHORT: number;
  64046. /**
  64047. * The integer type.
  64048. */
  64049. static readonly INT: number;
  64050. /**
  64051. * The unsigned integer type.
  64052. */
  64053. static readonly UNSIGNED_INT: number;
  64054. /**
  64055. * The float type.
  64056. */
  64057. static readonly FLOAT: number;
  64058. /**
  64059. * Gets or sets the instance divisor when in instanced mode
  64060. */
  64061. instanceDivisor: number;
  64062. /**
  64063. * Gets the byte stride.
  64064. */
  64065. readonly byteStride: number;
  64066. /**
  64067. * Gets the byte offset.
  64068. */
  64069. readonly byteOffset: number;
  64070. /**
  64071. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64072. */
  64073. readonly normalized: boolean;
  64074. /**
  64075. * Gets the data type of each component in the array.
  64076. */
  64077. readonly type: number;
  64078. /**
  64079. * Constructor
  64080. * @param engine the engine
  64081. * @param data the data to use for this vertex buffer
  64082. * @param kind the vertex buffer kind
  64083. * @param updatable whether the data is updatable
  64084. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64085. * @param stride the stride (optional)
  64086. * @param instanced whether the buffer is instanced (optional)
  64087. * @param offset the offset of the data (optional)
  64088. * @param size the number of components (optional)
  64089. * @param type the type of the component (optional)
  64090. * @param normalized whether the data contains normalized data (optional)
  64091. * @param useBytes set to true if stride and offset are in bytes (optional)
  64092. */
  64093. 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);
  64094. /** @hidden */
  64095. _rebuild(): void;
  64096. /**
  64097. * Returns the kind of the VertexBuffer (string)
  64098. * @returns a string
  64099. */
  64100. getKind(): string;
  64101. /**
  64102. * Gets a boolean indicating if the VertexBuffer is updatable?
  64103. * @returns true if the buffer is updatable
  64104. */
  64105. isUpdatable(): boolean;
  64106. /**
  64107. * Gets current buffer's data
  64108. * @returns a DataArray or null
  64109. */
  64110. getData(): Nullable<DataArray>;
  64111. /**
  64112. * Gets underlying native buffer
  64113. * @returns underlying native buffer
  64114. */
  64115. getBuffer(): Nullable<DataBuffer>;
  64116. /**
  64117. * Gets the stride in float32 units (i.e. byte stride / 4).
  64118. * May not be an integer if the byte stride is not divisible by 4.
  64119. * DEPRECATED. Use byteStride instead.
  64120. * @returns the stride in float32 units
  64121. */
  64122. getStrideSize(): number;
  64123. /**
  64124. * Returns the offset as a multiple of the type byte length.
  64125. * DEPRECATED. Use byteOffset instead.
  64126. * @returns the offset in bytes
  64127. */
  64128. getOffset(): number;
  64129. /**
  64130. * Returns the number of components per vertex attribute (integer)
  64131. * @returns the size in float
  64132. */
  64133. getSize(): number;
  64134. /**
  64135. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64136. * @returns true if this buffer is instanced
  64137. */
  64138. getIsInstanced(): boolean;
  64139. /**
  64140. * Returns the instancing divisor, zero for non-instanced (integer).
  64141. * @returns a number
  64142. */
  64143. getInstanceDivisor(): number;
  64144. /**
  64145. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64146. * @param data defines the data to store
  64147. */
  64148. create(data?: DataArray): void;
  64149. /**
  64150. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64151. * This function will create a new buffer if the current one is not updatable
  64152. * @param data defines the data to store
  64153. */
  64154. update(data: DataArray): void;
  64155. /**
  64156. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64157. * Returns the directly updated WebGLBuffer.
  64158. * @param data the new data
  64159. * @param offset the new offset
  64160. * @param useBytes set to true if the offset is in bytes
  64161. */
  64162. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64163. /**
  64164. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64165. */
  64166. dispose(): void;
  64167. /**
  64168. * Enumerates each value of this vertex buffer as numbers.
  64169. * @param count the number of values to enumerate
  64170. * @param callback the callback function called for each value
  64171. */
  64172. forEach(count: number, callback: (value: number, index: number) => void): void;
  64173. /**
  64174. * Positions
  64175. */
  64176. static readonly PositionKind: string;
  64177. /**
  64178. * Normals
  64179. */
  64180. static readonly NormalKind: string;
  64181. /**
  64182. * Tangents
  64183. */
  64184. static readonly TangentKind: string;
  64185. /**
  64186. * Texture coordinates
  64187. */
  64188. static readonly UVKind: string;
  64189. /**
  64190. * Texture coordinates 2
  64191. */
  64192. static readonly UV2Kind: string;
  64193. /**
  64194. * Texture coordinates 3
  64195. */
  64196. static readonly UV3Kind: string;
  64197. /**
  64198. * Texture coordinates 4
  64199. */
  64200. static readonly UV4Kind: string;
  64201. /**
  64202. * Texture coordinates 5
  64203. */
  64204. static readonly UV5Kind: string;
  64205. /**
  64206. * Texture coordinates 6
  64207. */
  64208. static readonly UV6Kind: string;
  64209. /**
  64210. * Colors
  64211. */
  64212. static readonly ColorKind: string;
  64213. /**
  64214. * Matrix indices (for bones)
  64215. */
  64216. static readonly MatricesIndicesKind: string;
  64217. /**
  64218. * Matrix weights (for bones)
  64219. */
  64220. static readonly MatricesWeightsKind: string;
  64221. /**
  64222. * Additional matrix indices (for bones)
  64223. */
  64224. static readonly MatricesIndicesExtraKind: string;
  64225. /**
  64226. * Additional matrix weights (for bones)
  64227. */
  64228. static readonly MatricesWeightsExtraKind: string;
  64229. /**
  64230. * Deduces the stride given a kind.
  64231. * @param kind The kind string to deduce
  64232. * @returns The deduced stride
  64233. */
  64234. static DeduceStride(kind: string): number;
  64235. /**
  64236. * Gets the byte length of the given type.
  64237. * @param type the type
  64238. * @returns the number of bytes
  64239. */
  64240. static GetTypeByteLength(type: number): number;
  64241. /**
  64242. * Enumerates each value of the given parameters as numbers.
  64243. * @param data the data to enumerate
  64244. * @param byteOffset the byte offset of the data
  64245. * @param byteStride the byte stride of the data
  64246. * @param componentCount the number of components per element
  64247. * @param componentType the type of the component
  64248. * @param count the number of values to enumerate
  64249. * @param normalized whether the data is normalized
  64250. * @param callback the callback function called for each value
  64251. */
  64252. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64253. private static _GetFloatValue;
  64254. }
  64255. }
  64256. declare module BABYLON {
  64257. /**
  64258. * Scalar computation library
  64259. */
  64260. export class Scalar {
  64261. /**
  64262. * Two pi constants convenient for computation.
  64263. */
  64264. static TwoPi: number;
  64265. /**
  64266. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64267. * @param a number
  64268. * @param b number
  64269. * @param epsilon (default = 1.401298E-45)
  64270. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64271. */
  64272. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64273. /**
  64274. * Returns a string : the upper case translation of the number i to hexadecimal.
  64275. * @param i number
  64276. * @returns the upper case translation of the number i to hexadecimal.
  64277. */
  64278. static ToHex(i: number): string;
  64279. /**
  64280. * Returns -1 if value is negative and +1 is value is positive.
  64281. * @param value the value
  64282. * @returns the value itself if it's equal to zero.
  64283. */
  64284. static Sign(value: number): number;
  64285. /**
  64286. * Returns the value itself if it's between min and max.
  64287. * Returns min if the value is lower than min.
  64288. * Returns max if the value is greater than max.
  64289. * @param value the value to clmap
  64290. * @param min the min value to clamp to (default: 0)
  64291. * @param max the max value to clamp to (default: 1)
  64292. * @returns the clamped value
  64293. */
  64294. static Clamp(value: number, min?: number, max?: number): number;
  64295. /**
  64296. * the log2 of value.
  64297. * @param value the value to compute log2 of
  64298. * @returns the log2 of value.
  64299. */
  64300. static Log2(value: number): number;
  64301. /**
  64302. * Loops the value, so that it is never larger than length and never smaller than 0.
  64303. *
  64304. * This is similar to the modulo operator but it works with floating point numbers.
  64305. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  64306. * With t = 5 and length = 2.5, the result would be 0.0.
  64307. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  64308. * @param value the value
  64309. * @param length the length
  64310. * @returns the looped value
  64311. */
  64312. static Repeat(value: number, length: number): number;
  64313. /**
  64314. * Normalize the value between 0.0 and 1.0 using min and max values
  64315. * @param value value to normalize
  64316. * @param min max to normalize between
  64317. * @param max min to normalize between
  64318. * @returns the normalized value
  64319. */
  64320. static Normalize(value: number, min: number, max: number): number;
  64321. /**
  64322. * Denormalize the value from 0.0 and 1.0 using min and max values
  64323. * @param normalized value to denormalize
  64324. * @param min max to denormalize between
  64325. * @param max min to denormalize between
  64326. * @returns the denormalized value
  64327. */
  64328. static Denormalize(normalized: number, min: number, max: number): number;
  64329. /**
  64330. * Calculates the shortest difference between two given angles given in degrees.
  64331. * @param current current angle in degrees
  64332. * @param target target angle in degrees
  64333. * @returns the delta
  64334. */
  64335. static DeltaAngle(current: number, target: number): number;
  64336. /**
  64337. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  64338. * @param tx value
  64339. * @param length length
  64340. * @returns The returned value will move back and forth between 0 and length
  64341. */
  64342. static PingPong(tx: number, length: number): number;
  64343. /**
  64344. * Interpolates between min and max with smoothing at the limits.
  64345. *
  64346. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  64347. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  64348. * @param from from
  64349. * @param to to
  64350. * @param tx value
  64351. * @returns the smooth stepped value
  64352. */
  64353. static SmoothStep(from: number, to: number, tx: number): number;
  64354. /**
  64355. * Moves a value current towards target.
  64356. *
  64357. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  64358. * Negative values of maxDelta pushes the value away from target.
  64359. * @param current current value
  64360. * @param target target value
  64361. * @param maxDelta max distance to move
  64362. * @returns resulting value
  64363. */
  64364. static MoveTowards(current: number, target: number, maxDelta: number): number;
  64365. /**
  64366. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64367. *
  64368. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  64369. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  64370. * @param current current value
  64371. * @param target target value
  64372. * @param maxDelta max distance to move
  64373. * @returns resulting angle
  64374. */
  64375. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  64376. /**
  64377. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  64378. * @param start start value
  64379. * @param end target value
  64380. * @param amount amount to lerp between
  64381. * @returns the lerped value
  64382. */
  64383. static Lerp(start: number, end: number, amount: number): number;
  64384. /**
  64385. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64386. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  64387. * @param start start value
  64388. * @param end target value
  64389. * @param amount amount to lerp between
  64390. * @returns the lerped value
  64391. */
  64392. static LerpAngle(start: number, end: number, amount: number): number;
  64393. /**
  64394. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  64395. * @param a start value
  64396. * @param b target value
  64397. * @param value value between a and b
  64398. * @returns the inverseLerp value
  64399. */
  64400. static InverseLerp(a: number, b: number, value: number): number;
  64401. /**
  64402. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  64403. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  64404. * @param value1 spline value
  64405. * @param tangent1 spline value
  64406. * @param value2 spline value
  64407. * @param tangent2 spline value
  64408. * @param amount input value
  64409. * @returns hermite result
  64410. */
  64411. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  64412. /**
  64413. * Returns a random float number between and min and max values
  64414. * @param min min value of random
  64415. * @param max max value of random
  64416. * @returns random value
  64417. */
  64418. static RandomRange(min: number, max: number): number;
  64419. /**
  64420. * This function returns percentage of a number in a given range.
  64421. *
  64422. * RangeToPercent(40,20,60) will return 0.5 (50%)
  64423. * RangeToPercent(34,0,100) will return 0.34 (34%)
  64424. * @param number to convert to percentage
  64425. * @param min min range
  64426. * @param max max range
  64427. * @returns the percentage
  64428. */
  64429. static RangeToPercent(number: number, min: number, max: number): number;
  64430. /**
  64431. * This function returns number that corresponds to the percentage in a given range.
  64432. *
  64433. * PercentToRange(0.34,0,100) will return 34.
  64434. * @param percent to convert to number
  64435. * @param min min range
  64436. * @param max max range
  64437. * @returns the number
  64438. */
  64439. static PercentToRange(percent: number, min: number, max: number): number;
  64440. /**
  64441. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  64442. * @param angle The angle to normalize in radian.
  64443. * @return The converted angle.
  64444. */
  64445. static NormalizeRadians(angle: number): number;
  64446. }
  64447. }
  64448. declare module BABYLON {
  64449. /**
  64450. * Constant used to convert a value to gamma space
  64451. * @ignorenaming
  64452. */
  64453. export const ToGammaSpace: number;
  64454. /**
  64455. * Constant used to convert a value to linear space
  64456. * @ignorenaming
  64457. */
  64458. export const ToLinearSpace = 2.2;
  64459. /**
  64460. * Constant used to define the minimal number value in Babylon.js
  64461. * @ignorenaming
  64462. */
  64463. let Epsilon: number;
  64464. }
  64465. declare module BABYLON {
  64466. /**
  64467. * Class used to represent a viewport on screen
  64468. */
  64469. export class Viewport {
  64470. /** viewport left coordinate */
  64471. x: number;
  64472. /** viewport top coordinate */
  64473. y: number;
  64474. /**viewport width */
  64475. width: number;
  64476. /** viewport height */
  64477. height: number;
  64478. /**
  64479. * Creates a Viewport object located at (x, y) and sized (width, height)
  64480. * @param x defines viewport left coordinate
  64481. * @param y defines viewport top coordinate
  64482. * @param width defines the viewport width
  64483. * @param height defines the viewport height
  64484. */
  64485. constructor(
  64486. /** viewport left coordinate */
  64487. x: number,
  64488. /** viewport top coordinate */
  64489. y: number,
  64490. /**viewport width */
  64491. width: number,
  64492. /** viewport height */
  64493. height: number);
  64494. /**
  64495. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  64496. * @param renderWidth defines the rendering width
  64497. * @param renderHeight defines the rendering height
  64498. * @returns a new Viewport
  64499. */
  64500. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  64501. /**
  64502. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  64503. * @param renderWidth defines the rendering width
  64504. * @param renderHeight defines the rendering height
  64505. * @param ref defines the target viewport
  64506. * @returns the current viewport
  64507. */
  64508. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  64509. /**
  64510. * Returns a new Viewport copied from the current one
  64511. * @returns a new Viewport
  64512. */
  64513. clone(): Viewport;
  64514. }
  64515. }
  64516. declare module BABYLON {
  64517. /**
  64518. * Class containing a set of static utilities functions for arrays.
  64519. */
  64520. export class ArrayTools {
  64521. /**
  64522. * Returns an array of the given size filled with element built from the given constructor and the paramters
  64523. * @param size the number of element to construct and put in the array
  64524. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  64525. * @returns a new array filled with new objects
  64526. */
  64527. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  64528. }
  64529. }
  64530. declare module BABYLON {
  64531. /**
  64532. * @hidden
  64533. */
  64534. export interface IColor4Like {
  64535. r: float;
  64536. g: float;
  64537. b: float;
  64538. a: float;
  64539. }
  64540. /**
  64541. * @hidden
  64542. */
  64543. export interface IColor3Like {
  64544. r: float;
  64545. g: float;
  64546. b: float;
  64547. }
  64548. /**
  64549. * @hidden
  64550. */
  64551. export interface IVector4Like {
  64552. x: float;
  64553. y: float;
  64554. z: float;
  64555. w: float;
  64556. }
  64557. /**
  64558. * @hidden
  64559. */
  64560. export interface IVector3Like {
  64561. x: float;
  64562. y: float;
  64563. z: float;
  64564. }
  64565. /**
  64566. * @hidden
  64567. */
  64568. export interface IVector2Like {
  64569. x: float;
  64570. y: float;
  64571. }
  64572. /**
  64573. * @hidden
  64574. */
  64575. export interface IMatrixLike {
  64576. toArray(): DeepImmutable<Float32Array>;
  64577. updateFlag: int;
  64578. }
  64579. /**
  64580. * @hidden
  64581. */
  64582. export interface IViewportLike {
  64583. x: float;
  64584. y: float;
  64585. width: float;
  64586. height: float;
  64587. }
  64588. /**
  64589. * @hidden
  64590. */
  64591. export interface IPlaneLike {
  64592. normal: IVector3Like;
  64593. d: float;
  64594. normalize(): void;
  64595. }
  64596. }
  64597. declare module BABYLON {
  64598. /**
  64599. * Class representing a vector containing 2 coordinates
  64600. */
  64601. export class Vector2 {
  64602. /** defines the first coordinate */
  64603. x: number;
  64604. /** defines the second coordinate */
  64605. y: number;
  64606. /**
  64607. * Creates a new Vector2 from the given x and y coordinates
  64608. * @param x defines the first coordinate
  64609. * @param y defines the second coordinate
  64610. */
  64611. constructor(
  64612. /** defines the first coordinate */
  64613. x?: number,
  64614. /** defines the second coordinate */
  64615. y?: number);
  64616. /**
  64617. * Gets a string with the Vector2 coordinates
  64618. * @returns a string with the Vector2 coordinates
  64619. */
  64620. toString(): string;
  64621. /**
  64622. * Gets class name
  64623. * @returns the string "Vector2"
  64624. */
  64625. getClassName(): string;
  64626. /**
  64627. * Gets current vector hash code
  64628. * @returns the Vector2 hash code as a number
  64629. */
  64630. getHashCode(): number;
  64631. /**
  64632. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  64633. * @param array defines the source array
  64634. * @param index defines the offset in source array
  64635. * @returns the current Vector2
  64636. */
  64637. toArray(array: FloatArray, index?: number): Vector2;
  64638. /**
  64639. * Copy the current vector to an array
  64640. * @returns a new array with 2 elements: the Vector2 coordinates.
  64641. */
  64642. asArray(): number[];
  64643. /**
  64644. * Sets the Vector2 coordinates with the given Vector2 coordinates
  64645. * @param source defines the source Vector2
  64646. * @returns the current updated Vector2
  64647. */
  64648. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  64649. /**
  64650. * Sets the Vector2 coordinates with the given floats
  64651. * @param x defines the first coordinate
  64652. * @param y defines the second coordinate
  64653. * @returns the current updated Vector2
  64654. */
  64655. copyFromFloats(x: number, y: number): Vector2;
  64656. /**
  64657. * Sets the Vector2 coordinates with the given floats
  64658. * @param x defines the first coordinate
  64659. * @param y defines the second coordinate
  64660. * @returns the current updated Vector2
  64661. */
  64662. set(x: number, y: number): Vector2;
  64663. /**
  64664. * Add another vector with the current one
  64665. * @param otherVector defines the other vector
  64666. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  64667. */
  64668. add(otherVector: DeepImmutable<Vector2>): Vector2;
  64669. /**
  64670. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  64671. * @param otherVector defines the other vector
  64672. * @param result defines the target vector
  64673. * @returns the unmodified current Vector2
  64674. */
  64675. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  64676. /**
  64677. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  64678. * @param otherVector defines the other vector
  64679. * @returns the current updated Vector2
  64680. */
  64681. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  64682. /**
  64683. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  64684. * @param otherVector defines the other vector
  64685. * @returns a new Vector2
  64686. */
  64687. addVector3(otherVector: Vector3): Vector2;
  64688. /**
  64689. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  64690. * @param otherVector defines the other vector
  64691. * @returns a new Vector2
  64692. */
  64693. subtract(otherVector: Vector2): Vector2;
  64694. /**
  64695. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  64696. * @param otherVector defines the other vector
  64697. * @param result defines the target vector
  64698. * @returns the unmodified current Vector2
  64699. */
  64700. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  64701. /**
  64702. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  64703. * @param otherVector defines the other vector
  64704. * @returns the current updated Vector2
  64705. */
  64706. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  64707. /**
  64708. * Multiplies in place the current Vector2 coordinates by the given ones
  64709. * @param otherVector defines the other vector
  64710. * @returns the current updated Vector2
  64711. */
  64712. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  64713. /**
  64714. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  64715. * @param otherVector defines the other vector
  64716. * @returns a new Vector2
  64717. */
  64718. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  64719. /**
  64720. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  64721. * @param otherVector defines the other vector
  64722. * @param result defines the target vector
  64723. * @returns the unmodified current Vector2
  64724. */
  64725. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  64726. /**
  64727. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  64728. * @param x defines the first coordinate
  64729. * @param y defines the second coordinate
  64730. * @returns a new Vector2
  64731. */
  64732. multiplyByFloats(x: number, y: number): Vector2;
  64733. /**
  64734. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  64735. * @param otherVector defines the other vector
  64736. * @returns a new Vector2
  64737. */
  64738. divide(otherVector: Vector2): Vector2;
  64739. /**
  64740. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  64741. * @param otherVector defines the other vector
  64742. * @param result defines the target vector
  64743. * @returns the unmodified current Vector2
  64744. */
  64745. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  64746. /**
  64747. * Divides the current Vector2 coordinates by the given ones
  64748. * @param otherVector defines the other vector
  64749. * @returns the current updated Vector2
  64750. */
  64751. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  64752. /**
  64753. * Gets a new Vector2 with current Vector2 negated coordinates
  64754. * @returns a new Vector2
  64755. */
  64756. negate(): Vector2;
  64757. /**
  64758. * Multiply the Vector2 coordinates by scale
  64759. * @param scale defines the scaling factor
  64760. * @returns the current updated Vector2
  64761. */
  64762. scaleInPlace(scale: number): Vector2;
  64763. /**
  64764. * Returns a new Vector2 scaled by "scale" from the current Vector2
  64765. * @param scale defines the scaling factor
  64766. * @returns a new Vector2
  64767. */
  64768. scale(scale: number): Vector2;
  64769. /**
  64770. * Scale the current Vector2 values by a factor to a given Vector2
  64771. * @param scale defines the scale factor
  64772. * @param result defines the Vector2 object where to store the result
  64773. * @returns the unmodified current Vector2
  64774. */
  64775. scaleToRef(scale: number, result: Vector2): Vector2;
  64776. /**
  64777. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  64778. * @param scale defines the scale factor
  64779. * @param result defines the Vector2 object where to store the result
  64780. * @returns the unmodified current Vector2
  64781. */
  64782. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  64783. /**
  64784. * Gets a boolean if two vectors are equals
  64785. * @param otherVector defines the other vector
  64786. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  64787. */
  64788. equals(otherVector: DeepImmutable<Vector2>): boolean;
  64789. /**
  64790. * Gets a boolean if two vectors are equals (using an epsilon value)
  64791. * @param otherVector defines the other vector
  64792. * @param epsilon defines the minimal distance to consider equality
  64793. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  64794. */
  64795. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  64796. /**
  64797. * Gets a new Vector2 from current Vector2 floored values
  64798. * @returns a new Vector2
  64799. */
  64800. floor(): Vector2;
  64801. /**
  64802. * Gets a new Vector2 from current Vector2 floored values
  64803. * @returns a new Vector2
  64804. */
  64805. fract(): Vector2;
  64806. /**
  64807. * Gets the length of the vector
  64808. * @returns the vector length (float)
  64809. */
  64810. length(): number;
  64811. /**
  64812. * Gets the vector squared length
  64813. * @returns the vector squared length (float)
  64814. */
  64815. lengthSquared(): number;
  64816. /**
  64817. * Normalize the vector
  64818. * @returns the current updated Vector2
  64819. */
  64820. normalize(): Vector2;
  64821. /**
  64822. * Gets a new Vector2 copied from the Vector2
  64823. * @returns a new Vector2
  64824. */
  64825. clone(): Vector2;
  64826. /**
  64827. * Gets a new Vector2(0, 0)
  64828. * @returns a new Vector2
  64829. */
  64830. static Zero(): Vector2;
  64831. /**
  64832. * Gets a new Vector2(1, 1)
  64833. * @returns a new Vector2
  64834. */
  64835. static One(): Vector2;
  64836. /**
  64837. * Gets a new Vector2 set from the given index element of the given array
  64838. * @param array defines the data source
  64839. * @param offset defines the offset in the data source
  64840. * @returns a new Vector2
  64841. */
  64842. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  64843. /**
  64844. * Sets "result" from the given index element of the given array
  64845. * @param array defines the data source
  64846. * @param offset defines the offset in the data source
  64847. * @param result defines the target vector
  64848. */
  64849. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  64850. /**
  64851. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  64852. * @param value1 defines 1st point of control
  64853. * @param value2 defines 2nd point of control
  64854. * @param value3 defines 3rd point of control
  64855. * @param value4 defines 4th point of control
  64856. * @param amount defines the interpolation factor
  64857. * @returns a new Vector2
  64858. */
  64859. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  64860. /**
  64861. * 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".
  64862. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  64863. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  64864. * @param value defines the value to clamp
  64865. * @param min defines the lower limit
  64866. * @param max defines the upper limit
  64867. * @returns a new Vector2
  64868. */
  64869. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  64870. /**
  64871. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  64872. * @param value1 defines the 1st control point
  64873. * @param tangent1 defines the outgoing tangent
  64874. * @param value2 defines the 2nd control point
  64875. * @param tangent2 defines the incoming tangent
  64876. * @param amount defines the interpolation factor
  64877. * @returns a new Vector2
  64878. */
  64879. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  64880. /**
  64881. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  64882. * @param start defines the start vector
  64883. * @param end defines the end vector
  64884. * @param amount defines the interpolation factor
  64885. * @returns a new Vector2
  64886. */
  64887. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  64888. /**
  64889. * Gets the dot product of the vector "left" and the vector "right"
  64890. * @param left defines first vector
  64891. * @param right defines second vector
  64892. * @returns the dot product (float)
  64893. */
  64894. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  64895. /**
  64896. * Returns a new Vector2 equal to the normalized given vector
  64897. * @param vector defines the vector to normalize
  64898. * @returns a new Vector2
  64899. */
  64900. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  64901. /**
  64902. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  64903. * @param left defines 1st vector
  64904. * @param right defines 2nd vector
  64905. * @returns a new Vector2
  64906. */
  64907. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  64908. /**
  64909. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  64910. * @param left defines 1st vector
  64911. * @param right defines 2nd vector
  64912. * @returns a new Vector2
  64913. */
  64914. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  64915. /**
  64916. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  64917. * @param vector defines the vector to transform
  64918. * @param transformation defines the matrix to apply
  64919. * @returns a new Vector2
  64920. */
  64921. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  64922. /**
  64923. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  64924. * @param vector defines the vector to transform
  64925. * @param transformation defines the matrix to apply
  64926. * @param result defines the target vector
  64927. */
  64928. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  64929. /**
  64930. * Determines if a given vector is included in a triangle
  64931. * @param p defines the vector to test
  64932. * @param p0 defines 1st triangle point
  64933. * @param p1 defines 2nd triangle point
  64934. * @param p2 defines 3rd triangle point
  64935. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  64936. */
  64937. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  64938. /**
  64939. * Gets the distance between the vectors "value1" and "value2"
  64940. * @param value1 defines first vector
  64941. * @param value2 defines second vector
  64942. * @returns the distance between vectors
  64943. */
  64944. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  64945. /**
  64946. * Returns the squared distance between the vectors "value1" and "value2"
  64947. * @param value1 defines first vector
  64948. * @param value2 defines second vector
  64949. * @returns the squared distance between vectors
  64950. */
  64951. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  64952. /**
  64953. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  64954. * @param value1 defines first vector
  64955. * @param value2 defines second vector
  64956. * @returns a new Vector2
  64957. */
  64958. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  64959. /**
  64960. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  64961. * @param p defines the middle point
  64962. * @param segA defines one point of the segment
  64963. * @param segB defines the other point of the segment
  64964. * @returns the shortest distance
  64965. */
  64966. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  64967. }
  64968. /**
  64969. * Classed used to store (x,y,z) vector representation
  64970. * A Vector3 is the main object used in 3D geometry
  64971. * It can represent etiher the coordinates of a point the space, either a direction
  64972. * Reminder: js uses a left handed forward facing system
  64973. */
  64974. export class Vector3 {
  64975. /**
  64976. * Defines the first coordinates (on X axis)
  64977. */
  64978. x: number;
  64979. /**
  64980. * Defines the second coordinates (on Y axis)
  64981. */
  64982. y: number;
  64983. /**
  64984. * Defines the third coordinates (on Z axis)
  64985. */
  64986. z: number;
  64987. private static _UpReadOnly;
  64988. private static _ZeroReadOnly;
  64989. /**
  64990. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  64991. * @param x defines the first coordinates (on X axis)
  64992. * @param y defines the second coordinates (on Y axis)
  64993. * @param z defines the third coordinates (on Z axis)
  64994. */
  64995. constructor(
  64996. /**
  64997. * Defines the first coordinates (on X axis)
  64998. */
  64999. x?: number,
  65000. /**
  65001. * Defines the second coordinates (on Y axis)
  65002. */
  65003. y?: number,
  65004. /**
  65005. * Defines the third coordinates (on Z axis)
  65006. */
  65007. z?: number);
  65008. /**
  65009. * Creates a string representation of the Vector3
  65010. * @returns a string with the Vector3 coordinates.
  65011. */
  65012. toString(): string;
  65013. /**
  65014. * Gets the class name
  65015. * @returns the string "Vector3"
  65016. */
  65017. getClassName(): string;
  65018. /**
  65019. * Creates the Vector3 hash code
  65020. * @returns a number which tends to be unique between Vector3 instances
  65021. */
  65022. getHashCode(): number;
  65023. /**
  65024. * Creates an array containing three elements : the coordinates of the Vector3
  65025. * @returns a new array of numbers
  65026. */
  65027. asArray(): number[];
  65028. /**
  65029. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65030. * @param array defines the destination array
  65031. * @param index defines the offset in the destination array
  65032. * @returns the current Vector3
  65033. */
  65034. toArray(array: FloatArray, index?: number): Vector3;
  65035. /**
  65036. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65037. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65038. */
  65039. toQuaternion(): Quaternion;
  65040. /**
  65041. * Adds the given vector to the current Vector3
  65042. * @param otherVector defines the second operand
  65043. * @returns the current updated Vector3
  65044. */
  65045. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65046. /**
  65047. * Adds the given coordinates to the current Vector3
  65048. * @param x defines the x coordinate of the operand
  65049. * @param y defines the y coordinate of the operand
  65050. * @param z defines the z coordinate of the operand
  65051. * @returns the current updated Vector3
  65052. */
  65053. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65054. /**
  65055. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65056. * @param otherVector defines the second operand
  65057. * @returns the resulting Vector3
  65058. */
  65059. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65060. /**
  65061. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65062. * @param otherVector defines the second operand
  65063. * @param result defines the Vector3 object where to store the result
  65064. * @returns the current Vector3
  65065. */
  65066. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65067. /**
  65068. * Subtract the given vector from the current Vector3
  65069. * @param otherVector defines the second operand
  65070. * @returns the current updated Vector3
  65071. */
  65072. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65073. /**
  65074. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65075. * @param otherVector defines the second operand
  65076. * @returns the resulting Vector3
  65077. */
  65078. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65079. /**
  65080. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65081. * @param otherVector defines the second operand
  65082. * @param result defines the Vector3 object where to store the result
  65083. * @returns the current Vector3
  65084. */
  65085. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65086. /**
  65087. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65088. * @param x defines the x coordinate of the operand
  65089. * @param y defines the y coordinate of the operand
  65090. * @param z defines the z coordinate of the operand
  65091. * @returns the resulting Vector3
  65092. */
  65093. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65094. /**
  65095. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65096. * @param x defines the x coordinate of the operand
  65097. * @param y defines the y coordinate of the operand
  65098. * @param z defines the z coordinate of the operand
  65099. * @param result defines the Vector3 object where to store the result
  65100. * @returns the current Vector3
  65101. */
  65102. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65103. /**
  65104. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65105. * @returns a new Vector3
  65106. */
  65107. negate(): Vector3;
  65108. /**
  65109. * Multiplies the Vector3 coordinates by the float "scale"
  65110. * @param scale defines the multiplier factor
  65111. * @returns the current updated Vector3
  65112. */
  65113. scaleInPlace(scale: number): Vector3;
  65114. /**
  65115. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65116. * @param scale defines the multiplier factor
  65117. * @returns a new Vector3
  65118. */
  65119. scale(scale: number): Vector3;
  65120. /**
  65121. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65122. * @param scale defines the multiplier factor
  65123. * @param result defines the Vector3 object where to store the result
  65124. * @returns the current Vector3
  65125. */
  65126. scaleToRef(scale: number, result: Vector3): Vector3;
  65127. /**
  65128. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65129. * @param scale defines the scale factor
  65130. * @param result defines the Vector3 object where to store the result
  65131. * @returns the unmodified current Vector3
  65132. */
  65133. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65134. /**
  65135. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65136. * @param otherVector defines the second operand
  65137. * @returns true if both vectors are equals
  65138. */
  65139. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65140. /**
  65141. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65142. * @param otherVector defines the second operand
  65143. * @param epsilon defines the minimal distance to define values as equals
  65144. * @returns true if both vectors are distant less than epsilon
  65145. */
  65146. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65147. /**
  65148. * Returns true if the current Vector3 coordinates equals the given floats
  65149. * @param x defines the x coordinate of the operand
  65150. * @param y defines the y coordinate of the operand
  65151. * @param z defines the z coordinate of the operand
  65152. * @returns true if both vectors are equals
  65153. */
  65154. equalsToFloats(x: number, y: number, z: number): boolean;
  65155. /**
  65156. * Multiplies the current Vector3 coordinates by the given ones
  65157. * @param otherVector defines the second operand
  65158. * @returns the current updated Vector3
  65159. */
  65160. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65161. /**
  65162. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65163. * @param otherVector defines the second operand
  65164. * @returns the new Vector3
  65165. */
  65166. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65167. /**
  65168. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65169. * @param otherVector defines the second operand
  65170. * @param result defines the Vector3 object where to store the result
  65171. * @returns the current Vector3
  65172. */
  65173. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65174. /**
  65175. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65176. * @param x defines the x coordinate of the operand
  65177. * @param y defines the y coordinate of the operand
  65178. * @param z defines the z coordinate of the operand
  65179. * @returns the new Vector3
  65180. */
  65181. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65182. /**
  65183. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65184. * @param otherVector defines the second operand
  65185. * @returns the new Vector3
  65186. */
  65187. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65188. /**
  65189. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65190. * @param otherVector defines the second operand
  65191. * @param result defines the Vector3 object where to store the result
  65192. * @returns the current Vector3
  65193. */
  65194. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65195. /**
  65196. * Divides the current Vector3 coordinates by the given ones.
  65197. * @param otherVector defines the second operand
  65198. * @returns the current updated Vector3
  65199. */
  65200. divideInPlace(otherVector: Vector3): Vector3;
  65201. /**
  65202. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65203. * @param other defines the second operand
  65204. * @returns the current updated Vector3
  65205. */
  65206. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65207. /**
  65208. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65209. * @param other defines the second operand
  65210. * @returns the current updated Vector3
  65211. */
  65212. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65213. /**
  65214. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65215. * @param x defines the x coordinate of the operand
  65216. * @param y defines the y coordinate of the operand
  65217. * @param z defines the z coordinate of the operand
  65218. * @returns the current updated Vector3
  65219. */
  65220. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65221. /**
  65222. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65223. * @param x defines the x coordinate of the operand
  65224. * @param y defines the y coordinate of the operand
  65225. * @param z defines the z coordinate of the operand
  65226. * @returns the current updated Vector3
  65227. */
  65228. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65229. /**
  65230. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65231. * Check if is non uniform within a certain amount of decimal places to account for this
  65232. * @param epsilon the amount the values can differ
  65233. * @returns if the the vector is non uniform to a certain number of decimal places
  65234. */
  65235. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65236. /**
  65237. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65238. */
  65239. readonly isNonUniform: boolean;
  65240. /**
  65241. * Gets a new Vector3 from current Vector3 floored values
  65242. * @returns a new Vector3
  65243. */
  65244. floor(): Vector3;
  65245. /**
  65246. * Gets a new Vector3 from current Vector3 floored values
  65247. * @returns a new Vector3
  65248. */
  65249. fract(): Vector3;
  65250. /**
  65251. * Gets the length of the Vector3
  65252. * @returns the length of the Vector3
  65253. */
  65254. length(): number;
  65255. /**
  65256. * Gets the squared length of the Vector3
  65257. * @returns squared length of the Vector3
  65258. */
  65259. lengthSquared(): number;
  65260. /**
  65261. * Normalize the current Vector3.
  65262. * Please note that this is an in place operation.
  65263. * @returns the current updated Vector3
  65264. */
  65265. normalize(): Vector3;
  65266. /**
  65267. * Reorders the x y z properties of the vector in place
  65268. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65269. * @returns the current updated vector
  65270. */
  65271. reorderInPlace(order: string): this;
  65272. /**
  65273. * Rotates the vector around 0,0,0 by a quaternion
  65274. * @param quaternion the rotation quaternion
  65275. * @param result vector to store the result
  65276. * @returns the resulting vector
  65277. */
  65278. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  65279. /**
  65280. * Rotates a vector around a given point
  65281. * @param quaternion the rotation quaternion
  65282. * @param point the point to rotate around
  65283. * @param result vector to store the result
  65284. * @returns the resulting vector
  65285. */
  65286. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  65287. /**
  65288. * Normalize the current Vector3 with the given input length.
  65289. * Please note that this is an in place operation.
  65290. * @param len the length of the vector
  65291. * @returns the current updated Vector3
  65292. */
  65293. normalizeFromLength(len: number): Vector3;
  65294. /**
  65295. * Normalize the current Vector3 to a new vector
  65296. * @returns the new Vector3
  65297. */
  65298. normalizeToNew(): Vector3;
  65299. /**
  65300. * Normalize the current Vector3 to the reference
  65301. * @param reference define the Vector3 to update
  65302. * @returns the updated Vector3
  65303. */
  65304. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  65305. /**
  65306. * Creates a new Vector3 copied from the current Vector3
  65307. * @returns the new Vector3
  65308. */
  65309. clone(): Vector3;
  65310. /**
  65311. * Copies the given vector coordinates to the current Vector3 ones
  65312. * @param source defines the source Vector3
  65313. * @returns the current updated Vector3
  65314. */
  65315. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  65316. /**
  65317. * Copies the given floats to the current Vector3 coordinates
  65318. * @param x defines the x coordinate of the operand
  65319. * @param y defines the y coordinate of the operand
  65320. * @param z defines the z coordinate of the operand
  65321. * @returns the current updated Vector3
  65322. */
  65323. copyFromFloats(x: number, y: number, z: number): Vector3;
  65324. /**
  65325. * Copies the given floats to the current Vector3 coordinates
  65326. * @param x defines the x coordinate of the operand
  65327. * @param y defines the y coordinate of the operand
  65328. * @param z defines the z coordinate of the operand
  65329. * @returns the current updated Vector3
  65330. */
  65331. set(x: number, y: number, z: number): Vector3;
  65332. /**
  65333. * Copies the given float to the current Vector3 coordinates
  65334. * @param v defines the x, y and z coordinates of the operand
  65335. * @returns the current updated Vector3
  65336. */
  65337. setAll(v: number): Vector3;
  65338. /**
  65339. * Get the clip factor between two vectors
  65340. * @param vector0 defines the first operand
  65341. * @param vector1 defines the second operand
  65342. * @param axis defines the axis to use
  65343. * @param size defines the size along the axis
  65344. * @returns the clip factor
  65345. */
  65346. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  65347. /**
  65348. * Get angle between two vectors
  65349. * @param vector0 angle between vector0 and vector1
  65350. * @param vector1 angle between vector0 and vector1
  65351. * @param normal direction of the normal
  65352. * @return the angle between vector0 and vector1
  65353. */
  65354. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  65355. /**
  65356. * Returns a new Vector3 set from the index "offset" of the given array
  65357. * @param array defines the source array
  65358. * @param offset defines the offset in the source array
  65359. * @returns the new Vector3
  65360. */
  65361. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  65362. /**
  65363. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  65364. * This function is deprecated. Use FromArray instead
  65365. * @param array defines the source array
  65366. * @param offset defines the offset in the source array
  65367. * @returns the new Vector3
  65368. */
  65369. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  65370. /**
  65371. * Sets the given vector "result" with the element values from the index "offset" of the given array
  65372. * @param array defines the source array
  65373. * @param offset defines the offset in the source array
  65374. * @param result defines the Vector3 where to store the result
  65375. */
  65376. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  65377. /**
  65378. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  65379. * This function is deprecated. Use FromArrayToRef instead.
  65380. * @param array defines the source array
  65381. * @param offset defines the offset in the source array
  65382. * @param result defines the Vector3 where to store the result
  65383. */
  65384. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  65385. /**
  65386. * Sets the given vector "result" with the given floats.
  65387. * @param x defines the x coordinate of the source
  65388. * @param y defines the y coordinate of the source
  65389. * @param z defines the z coordinate of the source
  65390. * @param result defines the Vector3 where to store the result
  65391. */
  65392. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  65393. /**
  65394. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  65395. * @returns a new empty Vector3
  65396. */
  65397. static Zero(): Vector3;
  65398. /**
  65399. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  65400. * @returns a new unit Vector3
  65401. */
  65402. static One(): Vector3;
  65403. /**
  65404. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  65405. * @returns a new up Vector3
  65406. */
  65407. static Up(): Vector3;
  65408. /**
  65409. * Gets a up Vector3 that must not be updated
  65410. */
  65411. static readonly UpReadOnly: DeepImmutable<Vector3>;
  65412. /**
  65413. * Gets a zero Vector3 that must not be updated
  65414. */
  65415. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  65416. /**
  65417. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  65418. * @returns a new down Vector3
  65419. */
  65420. static Down(): Vector3;
  65421. /**
  65422. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  65423. * @returns a new forward Vector3
  65424. */
  65425. static Forward(): Vector3;
  65426. /**
  65427. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  65428. * @returns a new forward Vector3
  65429. */
  65430. static Backward(): Vector3;
  65431. /**
  65432. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  65433. * @returns a new right Vector3
  65434. */
  65435. static Right(): Vector3;
  65436. /**
  65437. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  65438. * @returns a new left Vector3
  65439. */
  65440. static Left(): Vector3;
  65441. /**
  65442. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  65443. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65444. * @param vector defines the Vector3 to transform
  65445. * @param transformation defines the transformation matrix
  65446. * @returns the transformed Vector3
  65447. */
  65448. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65449. /**
  65450. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  65451. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65452. * @param vector defines the Vector3 to transform
  65453. * @param transformation defines the transformation matrix
  65454. * @param result defines the Vector3 where to store the result
  65455. */
  65456. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65457. /**
  65458. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  65459. * This method computes tranformed coordinates only, not transformed direction vectors
  65460. * @param x define the x coordinate of the source vector
  65461. * @param y define the y coordinate of the source vector
  65462. * @param z define the z coordinate of the source vector
  65463. * @param transformation defines the transformation matrix
  65464. * @param result defines the Vector3 where to store the result
  65465. */
  65466. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65467. /**
  65468. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  65469. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65470. * @param vector defines the Vector3 to transform
  65471. * @param transformation defines the transformation matrix
  65472. * @returns the new Vector3
  65473. */
  65474. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65475. /**
  65476. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  65477. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65478. * @param vector defines the Vector3 to transform
  65479. * @param transformation defines the transformation matrix
  65480. * @param result defines the Vector3 where to store the result
  65481. */
  65482. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65483. /**
  65484. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  65485. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65486. * @param x define the x coordinate of the source vector
  65487. * @param y define the y coordinate of the source vector
  65488. * @param z define the z coordinate of the source vector
  65489. * @param transformation defines the transformation matrix
  65490. * @param result defines the Vector3 where to store the result
  65491. */
  65492. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65493. /**
  65494. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  65495. * @param value1 defines the first control point
  65496. * @param value2 defines the second control point
  65497. * @param value3 defines the third control point
  65498. * @param value4 defines the fourth control point
  65499. * @param amount defines the amount on the spline to use
  65500. * @returns the new Vector3
  65501. */
  65502. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  65503. /**
  65504. * 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"
  65505. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65506. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65507. * @param value defines the current value
  65508. * @param min defines the lower range value
  65509. * @param max defines the upper range value
  65510. * @returns the new Vector3
  65511. */
  65512. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  65513. /**
  65514. * 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"
  65515. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65516. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65517. * @param value defines the current value
  65518. * @param min defines the lower range value
  65519. * @param max defines the upper range value
  65520. * @param result defines the Vector3 where to store the result
  65521. */
  65522. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  65523. /**
  65524. * Checks if a given vector is inside a specific range
  65525. * @param v defines the vector to test
  65526. * @param min defines the minimum range
  65527. * @param max defines the maximum range
  65528. */
  65529. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  65530. /**
  65531. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  65532. * @param value1 defines the first control point
  65533. * @param tangent1 defines the first tangent vector
  65534. * @param value2 defines the second control point
  65535. * @param tangent2 defines the second tangent vector
  65536. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  65537. * @returns the new Vector3
  65538. */
  65539. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  65540. /**
  65541. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  65542. * @param start defines the start value
  65543. * @param end defines the end value
  65544. * @param amount max defines amount between both (between 0 and 1)
  65545. * @returns the new Vector3
  65546. */
  65547. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  65548. /**
  65549. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  65550. * @param start defines the start value
  65551. * @param end defines the end value
  65552. * @param amount max defines amount between both (between 0 and 1)
  65553. * @param result defines the Vector3 where to store the result
  65554. */
  65555. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  65556. /**
  65557. * Returns the dot product (float) between the vectors "left" and "right"
  65558. * @param left defines the left operand
  65559. * @param right defines the right operand
  65560. * @returns the dot product
  65561. */
  65562. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  65563. /**
  65564. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  65565. * The cross product is then orthogonal to both "left" and "right"
  65566. * @param left defines the left operand
  65567. * @param right defines the right operand
  65568. * @returns the cross product
  65569. */
  65570. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  65571. /**
  65572. * Sets the given vector "result" with the cross product of "left" and "right"
  65573. * The cross product is then orthogonal to both "left" and "right"
  65574. * @param left defines the left operand
  65575. * @param right defines the right operand
  65576. * @param result defines the Vector3 where to store the result
  65577. */
  65578. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  65579. /**
  65580. * Returns a new Vector3 as the normalization of the given vector
  65581. * @param vector defines the Vector3 to normalize
  65582. * @returns the new Vector3
  65583. */
  65584. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  65585. /**
  65586. * Sets the given vector "result" with the normalization of the given first vector
  65587. * @param vector defines the Vector3 to normalize
  65588. * @param result defines the Vector3 where to store the result
  65589. */
  65590. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  65591. /**
  65592. * Project a Vector3 onto screen space
  65593. * @param vector defines the Vector3 to project
  65594. * @param world defines the world matrix to use
  65595. * @param transform defines the transform (view x projection) matrix to use
  65596. * @param viewport defines the screen viewport to use
  65597. * @returns the new Vector3
  65598. */
  65599. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  65600. /** @hidden */
  65601. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  65602. /**
  65603. * Unproject from screen space to object space
  65604. * @param source defines the screen space Vector3 to use
  65605. * @param viewportWidth defines the current width of the viewport
  65606. * @param viewportHeight defines the current height of the viewport
  65607. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  65608. * @param transform defines the transform (view x projection) matrix to use
  65609. * @returns the new Vector3
  65610. */
  65611. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  65612. /**
  65613. * Unproject from screen space to object space
  65614. * @param source defines the screen space Vector3 to use
  65615. * @param viewportWidth defines the current width of the viewport
  65616. * @param viewportHeight defines the current height of the viewport
  65617. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  65618. * @param view defines the view matrix to use
  65619. * @param projection defines the projection matrix to use
  65620. * @returns the new Vector3
  65621. */
  65622. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  65623. /**
  65624. * Unproject from screen space to object space
  65625. * @param source defines the screen space Vector3 to use
  65626. * @param viewportWidth defines the current width of the viewport
  65627. * @param viewportHeight defines the current height of the viewport
  65628. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  65629. * @param view defines the view matrix to use
  65630. * @param projection defines the projection matrix to use
  65631. * @param result defines the Vector3 where to store the result
  65632. */
  65633. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  65634. /**
  65635. * Unproject from screen space to object space
  65636. * @param sourceX defines the screen space x coordinate to use
  65637. * @param sourceY defines the screen space y coordinate to use
  65638. * @param sourceZ defines the screen space z coordinate to use
  65639. * @param viewportWidth defines the current width of the viewport
  65640. * @param viewportHeight defines the current height of the viewport
  65641. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  65642. * @param view defines the view matrix to use
  65643. * @param projection defines the projection matrix to use
  65644. * @param result defines the Vector3 where to store the result
  65645. */
  65646. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  65647. /**
  65648. * Gets the minimal coordinate values between two Vector3
  65649. * @param left defines the first operand
  65650. * @param right defines the second operand
  65651. * @returns the new Vector3
  65652. */
  65653. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  65654. /**
  65655. * Gets the maximal coordinate values between two Vector3
  65656. * @param left defines the first operand
  65657. * @param right defines the second operand
  65658. * @returns the new Vector3
  65659. */
  65660. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  65661. /**
  65662. * Returns the distance between the vectors "value1" and "value2"
  65663. * @param value1 defines the first operand
  65664. * @param value2 defines the second operand
  65665. * @returns the distance
  65666. */
  65667. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  65668. /**
  65669. * Returns the squared distance between the vectors "value1" and "value2"
  65670. * @param value1 defines the first operand
  65671. * @param value2 defines the second operand
  65672. * @returns the squared distance
  65673. */
  65674. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  65675. /**
  65676. * Returns a new Vector3 located at the center between "value1" and "value2"
  65677. * @param value1 defines the first operand
  65678. * @param value2 defines the second operand
  65679. * @returns the new Vector3
  65680. */
  65681. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  65682. /**
  65683. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  65684. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  65685. * to something in order to rotate it from its local system to the given target system
  65686. * Note: axis1, axis2 and axis3 are normalized during this operation
  65687. * @param axis1 defines the first axis
  65688. * @param axis2 defines the second axis
  65689. * @param axis3 defines the third axis
  65690. * @returns a new Vector3
  65691. */
  65692. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  65693. /**
  65694. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  65695. * @param axis1 defines the first axis
  65696. * @param axis2 defines the second axis
  65697. * @param axis3 defines the third axis
  65698. * @param ref defines the Vector3 where to store the result
  65699. */
  65700. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  65701. }
  65702. /**
  65703. * Vector4 class created for EulerAngle class conversion to Quaternion
  65704. */
  65705. export class Vector4 {
  65706. /** x value of the vector */
  65707. x: number;
  65708. /** y value of the vector */
  65709. y: number;
  65710. /** z value of the vector */
  65711. z: number;
  65712. /** w value of the vector */
  65713. w: number;
  65714. /**
  65715. * Creates a Vector4 object from the given floats.
  65716. * @param x x value of the vector
  65717. * @param y y value of the vector
  65718. * @param z z value of the vector
  65719. * @param w w value of the vector
  65720. */
  65721. constructor(
  65722. /** x value of the vector */
  65723. x: number,
  65724. /** y value of the vector */
  65725. y: number,
  65726. /** z value of the vector */
  65727. z: number,
  65728. /** w value of the vector */
  65729. w: number);
  65730. /**
  65731. * Returns the string with the Vector4 coordinates.
  65732. * @returns a string containing all the vector values
  65733. */
  65734. toString(): string;
  65735. /**
  65736. * Returns the string "Vector4".
  65737. * @returns "Vector4"
  65738. */
  65739. getClassName(): string;
  65740. /**
  65741. * Returns the Vector4 hash code.
  65742. * @returns a unique hash code
  65743. */
  65744. getHashCode(): number;
  65745. /**
  65746. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  65747. * @returns the resulting array
  65748. */
  65749. asArray(): number[];
  65750. /**
  65751. * Populates the given array from the given index with the Vector4 coordinates.
  65752. * @param array array to populate
  65753. * @param index index of the array to start at (default: 0)
  65754. * @returns the Vector4.
  65755. */
  65756. toArray(array: FloatArray, index?: number): Vector4;
  65757. /**
  65758. * Adds the given vector to the current Vector4.
  65759. * @param otherVector the vector to add
  65760. * @returns the updated Vector4.
  65761. */
  65762. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  65763. /**
  65764. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  65765. * @param otherVector the vector to add
  65766. * @returns the resulting vector
  65767. */
  65768. add(otherVector: DeepImmutable<Vector4>): Vector4;
  65769. /**
  65770. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  65771. * @param otherVector the vector to add
  65772. * @param result the vector to store the result
  65773. * @returns the current Vector4.
  65774. */
  65775. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  65776. /**
  65777. * Subtract in place the given vector from the current Vector4.
  65778. * @param otherVector the vector to subtract
  65779. * @returns the updated Vector4.
  65780. */
  65781. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  65782. /**
  65783. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  65784. * @param otherVector the vector to add
  65785. * @returns the new vector with the result
  65786. */
  65787. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  65788. /**
  65789. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  65790. * @param otherVector the vector to subtract
  65791. * @param result the vector to store the result
  65792. * @returns the current Vector4.
  65793. */
  65794. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  65795. /**
  65796. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  65797. */
  65798. /**
  65799. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  65800. * @param x value to subtract
  65801. * @param y value to subtract
  65802. * @param z value to subtract
  65803. * @param w value to subtract
  65804. * @returns new vector containing the result
  65805. */
  65806. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  65807. /**
  65808. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  65809. * @param x value to subtract
  65810. * @param y value to subtract
  65811. * @param z value to subtract
  65812. * @param w value to subtract
  65813. * @param result the vector to store the result in
  65814. * @returns the current Vector4.
  65815. */
  65816. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  65817. /**
  65818. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  65819. * @returns a new vector with the negated values
  65820. */
  65821. negate(): Vector4;
  65822. /**
  65823. * Multiplies the current Vector4 coordinates by scale (float).
  65824. * @param scale the number to scale with
  65825. * @returns the updated Vector4.
  65826. */
  65827. scaleInPlace(scale: number): Vector4;
  65828. /**
  65829. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  65830. * @param scale the number to scale with
  65831. * @returns a new vector with the result
  65832. */
  65833. scale(scale: number): Vector4;
  65834. /**
  65835. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  65836. * @param scale the number to scale with
  65837. * @param result a vector to store the result in
  65838. * @returns the current Vector4.
  65839. */
  65840. scaleToRef(scale: number, result: Vector4): Vector4;
  65841. /**
  65842. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  65843. * @param scale defines the scale factor
  65844. * @param result defines the Vector4 object where to store the result
  65845. * @returns the unmodified current Vector4
  65846. */
  65847. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  65848. /**
  65849. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  65850. * @param otherVector the vector to compare against
  65851. * @returns true if they are equal
  65852. */
  65853. equals(otherVector: DeepImmutable<Vector4>): boolean;
  65854. /**
  65855. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  65856. * @param otherVector vector to compare against
  65857. * @param epsilon (Default: very small number)
  65858. * @returns true if they are equal
  65859. */
  65860. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  65861. /**
  65862. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  65863. * @param x x value to compare against
  65864. * @param y y value to compare against
  65865. * @param z z value to compare against
  65866. * @param w w value to compare against
  65867. * @returns true if equal
  65868. */
  65869. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  65870. /**
  65871. * Multiplies in place the current Vector4 by the given one.
  65872. * @param otherVector vector to multiple with
  65873. * @returns the updated Vector4.
  65874. */
  65875. multiplyInPlace(otherVector: Vector4): Vector4;
  65876. /**
  65877. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  65878. * @param otherVector vector to multiple with
  65879. * @returns resulting new vector
  65880. */
  65881. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  65882. /**
  65883. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  65884. * @param otherVector vector to multiple with
  65885. * @param result vector to store the result
  65886. * @returns the current Vector4.
  65887. */
  65888. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  65889. /**
  65890. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  65891. * @param x x value multiply with
  65892. * @param y y value multiply with
  65893. * @param z z value multiply with
  65894. * @param w w value multiply with
  65895. * @returns resulting new vector
  65896. */
  65897. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  65898. /**
  65899. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  65900. * @param otherVector vector to devide with
  65901. * @returns resulting new vector
  65902. */
  65903. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  65904. /**
  65905. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  65906. * @param otherVector vector to devide with
  65907. * @param result vector to store the result
  65908. * @returns the current Vector4.
  65909. */
  65910. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  65911. /**
  65912. * Divides the current Vector3 coordinates by the given ones.
  65913. * @param otherVector vector to devide with
  65914. * @returns the updated Vector3.
  65915. */
  65916. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  65917. /**
  65918. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  65919. * @param other defines the second operand
  65920. * @returns the current updated Vector4
  65921. */
  65922. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  65923. /**
  65924. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  65925. * @param other defines the second operand
  65926. * @returns the current updated Vector4
  65927. */
  65928. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  65929. /**
  65930. * Gets a new Vector4 from current Vector4 floored values
  65931. * @returns a new Vector4
  65932. */
  65933. floor(): Vector4;
  65934. /**
  65935. * Gets a new Vector4 from current Vector3 floored values
  65936. * @returns a new Vector4
  65937. */
  65938. fract(): Vector4;
  65939. /**
  65940. * Returns the Vector4 length (float).
  65941. * @returns the length
  65942. */
  65943. length(): number;
  65944. /**
  65945. * Returns the Vector4 squared length (float).
  65946. * @returns the length squared
  65947. */
  65948. lengthSquared(): number;
  65949. /**
  65950. * Normalizes in place the Vector4.
  65951. * @returns the updated Vector4.
  65952. */
  65953. normalize(): Vector4;
  65954. /**
  65955. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  65956. * @returns this converted to a new vector3
  65957. */
  65958. toVector3(): Vector3;
  65959. /**
  65960. * Returns a new Vector4 copied from the current one.
  65961. * @returns the new cloned vector
  65962. */
  65963. clone(): Vector4;
  65964. /**
  65965. * Updates the current Vector4 with the given one coordinates.
  65966. * @param source the source vector to copy from
  65967. * @returns the updated Vector4.
  65968. */
  65969. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  65970. /**
  65971. * Updates the current Vector4 coordinates with the given floats.
  65972. * @param x float to copy from
  65973. * @param y float to copy from
  65974. * @param z float to copy from
  65975. * @param w float to copy from
  65976. * @returns the updated Vector4.
  65977. */
  65978. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  65979. /**
  65980. * Updates the current Vector4 coordinates with the given floats.
  65981. * @param x float to set from
  65982. * @param y float to set from
  65983. * @param z float to set from
  65984. * @param w float to set from
  65985. * @returns the updated Vector4.
  65986. */
  65987. set(x: number, y: number, z: number, w: number): Vector4;
  65988. /**
  65989. * Copies the given float to the current Vector3 coordinates
  65990. * @param v defines the x, y, z and w coordinates of the operand
  65991. * @returns the current updated Vector3
  65992. */
  65993. setAll(v: number): Vector4;
  65994. /**
  65995. * Returns a new Vector4 set from the starting index of the given array.
  65996. * @param array the array to pull values from
  65997. * @param offset the offset into the array to start at
  65998. * @returns the new vector
  65999. */
  66000. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66001. /**
  66002. * Updates the given vector "result" from the starting index of the given array.
  66003. * @param array the array to pull values from
  66004. * @param offset the offset into the array to start at
  66005. * @param result the vector to store the result in
  66006. */
  66007. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66008. /**
  66009. * Updates the given vector "result" from the starting index of the given Float32Array.
  66010. * @param array the array to pull values from
  66011. * @param offset the offset into the array to start at
  66012. * @param result the vector to store the result in
  66013. */
  66014. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66015. /**
  66016. * Updates the given vector "result" coordinates from the given floats.
  66017. * @param x float to set from
  66018. * @param y float to set from
  66019. * @param z float to set from
  66020. * @param w float to set from
  66021. * @param result the vector to the floats in
  66022. */
  66023. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66024. /**
  66025. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66026. * @returns the new vector
  66027. */
  66028. static Zero(): Vector4;
  66029. /**
  66030. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66031. * @returns the new vector
  66032. */
  66033. static One(): Vector4;
  66034. /**
  66035. * Returns a new normalized Vector4 from the given one.
  66036. * @param vector the vector to normalize
  66037. * @returns the vector
  66038. */
  66039. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66040. /**
  66041. * Updates the given vector "result" from the normalization of the given one.
  66042. * @param vector the vector to normalize
  66043. * @param result the vector to store the result in
  66044. */
  66045. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66046. /**
  66047. * Returns a vector with the minimum values from the left and right vectors
  66048. * @param left left vector to minimize
  66049. * @param right right vector to minimize
  66050. * @returns a new vector with the minimum of the left and right vector values
  66051. */
  66052. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66053. /**
  66054. * Returns a vector with the maximum values from the left and right vectors
  66055. * @param left left vector to maximize
  66056. * @param right right vector to maximize
  66057. * @returns a new vector with the maximum of the left and right vector values
  66058. */
  66059. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66060. /**
  66061. * Returns the distance (float) between the vectors "value1" and "value2".
  66062. * @param value1 value to calulate the distance between
  66063. * @param value2 value to calulate the distance between
  66064. * @return the distance between the two vectors
  66065. */
  66066. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66067. /**
  66068. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66069. * @param value1 value to calulate the distance between
  66070. * @param value2 value to calulate the distance between
  66071. * @return the distance between the two vectors squared
  66072. */
  66073. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66074. /**
  66075. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66076. * @param value1 value to calulate the center between
  66077. * @param value2 value to calulate the center between
  66078. * @return the center between the two vectors
  66079. */
  66080. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66081. /**
  66082. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66083. * This methods computes transformed normalized direction vectors only.
  66084. * @param vector the vector to transform
  66085. * @param transformation the transformation matrix to apply
  66086. * @returns the new vector
  66087. */
  66088. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66089. /**
  66090. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66091. * This methods computes transformed normalized direction vectors only.
  66092. * @param vector the vector to transform
  66093. * @param transformation the transformation matrix to apply
  66094. * @param result the vector to store the result in
  66095. */
  66096. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66097. /**
  66098. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66099. * This methods computes transformed normalized direction vectors only.
  66100. * @param x value to transform
  66101. * @param y value to transform
  66102. * @param z value to transform
  66103. * @param w value to transform
  66104. * @param transformation the transformation matrix to apply
  66105. * @param result the vector to store the results in
  66106. */
  66107. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66108. /**
  66109. * Creates a new Vector4 from a Vector3
  66110. * @param source defines the source data
  66111. * @param w defines the 4th component (default is 0)
  66112. * @returns a new Vector4
  66113. */
  66114. static FromVector3(source: Vector3, w?: number): Vector4;
  66115. }
  66116. /**
  66117. * Class used to store quaternion data
  66118. * @see https://en.wikipedia.org/wiki/Quaternion
  66119. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66120. */
  66121. export class Quaternion {
  66122. /** defines the first component (0 by default) */
  66123. x: number;
  66124. /** defines the second component (0 by default) */
  66125. y: number;
  66126. /** defines the third component (0 by default) */
  66127. z: number;
  66128. /** defines the fourth component (1.0 by default) */
  66129. w: number;
  66130. /**
  66131. * Creates a new Quaternion from the given floats
  66132. * @param x defines the first component (0 by default)
  66133. * @param y defines the second component (0 by default)
  66134. * @param z defines the third component (0 by default)
  66135. * @param w defines the fourth component (1.0 by default)
  66136. */
  66137. constructor(
  66138. /** defines the first component (0 by default) */
  66139. x?: number,
  66140. /** defines the second component (0 by default) */
  66141. y?: number,
  66142. /** defines the third component (0 by default) */
  66143. z?: number,
  66144. /** defines the fourth component (1.0 by default) */
  66145. w?: number);
  66146. /**
  66147. * Gets a string representation for the current quaternion
  66148. * @returns a string with the Quaternion coordinates
  66149. */
  66150. toString(): string;
  66151. /**
  66152. * Gets the class name of the quaternion
  66153. * @returns the string "Quaternion"
  66154. */
  66155. getClassName(): string;
  66156. /**
  66157. * Gets a hash code for this quaternion
  66158. * @returns the quaternion hash code
  66159. */
  66160. getHashCode(): number;
  66161. /**
  66162. * Copy the quaternion to an array
  66163. * @returns a new array populated with 4 elements from the quaternion coordinates
  66164. */
  66165. asArray(): number[];
  66166. /**
  66167. * Check if two quaternions are equals
  66168. * @param otherQuaternion defines the second operand
  66169. * @return true if the current quaternion and the given one coordinates are strictly equals
  66170. */
  66171. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66172. /**
  66173. * Clone the current quaternion
  66174. * @returns a new quaternion copied from the current one
  66175. */
  66176. clone(): Quaternion;
  66177. /**
  66178. * Copy a quaternion to the current one
  66179. * @param other defines the other quaternion
  66180. * @returns the updated current quaternion
  66181. */
  66182. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66183. /**
  66184. * Updates the current quaternion with the given float coordinates
  66185. * @param x defines the x coordinate
  66186. * @param y defines the y coordinate
  66187. * @param z defines the z coordinate
  66188. * @param w defines the w coordinate
  66189. * @returns the updated current quaternion
  66190. */
  66191. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66192. /**
  66193. * Updates the current quaternion from the given float coordinates
  66194. * @param x defines the x coordinate
  66195. * @param y defines the y coordinate
  66196. * @param z defines the z coordinate
  66197. * @param w defines the w coordinate
  66198. * @returns the updated current quaternion
  66199. */
  66200. set(x: number, y: number, z: number, w: number): Quaternion;
  66201. /**
  66202. * Adds two quaternions
  66203. * @param other defines the second operand
  66204. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66205. */
  66206. add(other: DeepImmutable<Quaternion>): Quaternion;
  66207. /**
  66208. * Add a quaternion to the current one
  66209. * @param other defines the quaternion to add
  66210. * @returns the current quaternion
  66211. */
  66212. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66213. /**
  66214. * Subtract two quaternions
  66215. * @param other defines the second operand
  66216. * @returns a new quaternion as the subtraction result of the given one from the current one
  66217. */
  66218. subtract(other: Quaternion): Quaternion;
  66219. /**
  66220. * Multiplies the current quaternion by a scale factor
  66221. * @param value defines the scale factor
  66222. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66223. */
  66224. scale(value: number): Quaternion;
  66225. /**
  66226. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66227. * @param scale defines the scale factor
  66228. * @param result defines the Quaternion object where to store the result
  66229. * @returns the unmodified current quaternion
  66230. */
  66231. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66232. /**
  66233. * Multiplies in place the current quaternion by a scale factor
  66234. * @param value defines the scale factor
  66235. * @returns the current modified quaternion
  66236. */
  66237. scaleInPlace(value: number): Quaternion;
  66238. /**
  66239. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66240. * @param scale defines the scale factor
  66241. * @param result defines the Quaternion object where to store the result
  66242. * @returns the unmodified current quaternion
  66243. */
  66244. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66245. /**
  66246. * Multiplies two quaternions
  66247. * @param q1 defines the second operand
  66248. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66249. */
  66250. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66251. /**
  66252. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66253. * @param q1 defines the second operand
  66254. * @param result defines the target quaternion
  66255. * @returns the current quaternion
  66256. */
  66257. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66258. /**
  66259. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66260. * @param q1 defines the second operand
  66261. * @returns the currentupdated quaternion
  66262. */
  66263. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66264. /**
  66265. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66266. * @param ref defines the target quaternion
  66267. * @returns the current quaternion
  66268. */
  66269. conjugateToRef(ref: Quaternion): Quaternion;
  66270. /**
  66271. * Conjugates in place (1-q) the current quaternion
  66272. * @returns the current updated quaternion
  66273. */
  66274. conjugateInPlace(): Quaternion;
  66275. /**
  66276. * Conjugates in place (1-q) the current quaternion
  66277. * @returns a new quaternion
  66278. */
  66279. conjugate(): Quaternion;
  66280. /**
  66281. * Gets length of current quaternion
  66282. * @returns the quaternion length (float)
  66283. */
  66284. length(): number;
  66285. /**
  66286. * Normalize in place the current quaternion
  66287. * @returns the current updated quaternion
  66288. */
  66289. normalize(): Quaternion;
  66290. /**
  66291. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  66292. * @param order is a reserved parameter and is ignore for now
  66293. * @returns a new Vector3 containing the Euler angles
  66294. */
  66295. toEulerAngles(order?: string): Vector3;
  66296. /**
  66297. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  66298. * @param result defines the vector which will be filled with the Euler angles
  66299. * @param order is a reserved parameter and is ignore for now
  66300. * @returns the current unchanged quaternion
  66301. */
  66302. toEulerAnglesToRef(result: Vector3): Quaternion;
  66303. /**
  66304. * Updates the given rotation matrix with the current quaternion values
  66305. * @param result defines the target matrix
  66306. * @returns the current unchanged quaternion
  66307. */
  66308. toRotationMatrix(result: Matrix): Quaternion;
  66309. /**
  66310. * Updates the current quaternion from the given rotation matrix values
  66311. * @param matrix defines the source matrix
  66312. * @returns the current updated quaternion
  66313. */
  66314. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66315. /**
  66316. * Creates a new quaternion from a rotation matrix
  66317. * @param matrix defines the source matrix
  66318. * @returns a new quaternion created from the given rotation matrix values
  66319. */
  66320. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66321. /**
  66322. * Updates the given quaternion with the given rotation matrix values
  66323. * @param matrix defines the source matrix
  66324. * @param result defines the target quaternion
  66325. */
  66326. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  66327. /**
  66328. * Returns the dot product (float) between the quaternions "left" and "right"
  66329. * @param left defines the left operand
  66330. * @param right defines the right operand
  66331. * @returns the dot product
  66332. */
  66333. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  66334. /**
  66335. * Checks if the two quaternions are close to each other
  66336. * @param quat0 defines the first quaternion to check
  66337. * @param quat1 defines the second quaternion to check
  66338. * @returns true if the two quaternions are close to each other
  66339. */
  66340. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  66341. /**
  66342. * Creates an empty quaternion
  66343. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  66344. */
  66345. static Zero(): Quaternion;
  66346. /**
  66347. * Inverse a given quaternion
  66348. * @param q defines the source quaternion
  66349. * @returns a new quaternion as the inverted current quaternion
  66350. */
  66351. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  66352. /**
  66353. * Inverse a given quaternion
  66354. * @param q defines the source quaternion
  66355. * @param result the quaternion the result will be stored in
  66356. * @returns the result quaternion
  66357. */
  66358. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  66359. /**
  66360. * Creates an identity quaternion
  66361. * @returns the identity quaternion
  66362. */
  66363. static Identity(): Quaternion;
  66364. /**
  66365. * Gets a boolean indicating if the given quaternion is identity
  66366. * @param quaternion defines the quaternion to check
  66367. * @returns true if the quaternion is identity
  66368. */
  66369. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  66370. /**
  66371. * Creates a quaternion from a rotation around an axis
  66372. * @param axis defines the axis to use
  66373. * @param angle defines the angle to use
  66374. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  66375. */
  66376. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  66377. /**
  66378. * Creates a rotation around an axis and stores it into the given quaternion
  66379. * @param axis defines the axis to use
  66380. * @param angle defines the angle to use
  66381. * @param result defines the target quaternion
  66382. * @returns the target quaternion
  66383. */
  66384. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  66385. /**
  66386. * Creates a new quaternion from data stored into an array
  66387. * @param array defines the data source
  66388. * @param offset defines the offset in the source array where the data starts
  66389. * @returns a new quaternion
  66390. */
  66391. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  66392. /**
  66393. * Create a quaternion from Euler rotation angles
  66394. * @param x Pitch
  66395. * @param y Yaw
  66396. * @param z Roll
  66397. * @returns the new Quaternion
  66398. */
  66399. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  66400. /**
  66401. * Updates a quaternion from Euler rotation angles
  66402. * @param x Pitch
  66403. * @param y Yaw
  66404. * @param z Roll
  66405. * @param result the quaternion to store the result
  66406. * @returns the updated quaternion
  66407. */
  66408. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  66409. /**
  66410. * Create a quaternion from Euler rotation vector
  66411. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66412. * @returns the new Quaternion
  66413. */
  66414. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  66415. /**
  66416. * Updates a quaternion from Euler rotation vector
  66417. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66418. * @param result the quaternion to store the result
  66419. * @returns the updated quaternion
  66420. */
  66421. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  66422. /**
  66423. * Creates a new quaternion from the given Euler float angles (y, x, z)
  66424. * @param yaw defines the rotation around Y axis
  66425. * @param pitch defines the rotation around X axis
  66426. * @param roll defines the rotation around Z axis
  66427. * @returns the new quaternion
  66428. */
  66429. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  66430. /**
  66431. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  66432. * @param yaw defines the rotation around Y axis
  66433. * @param pitch defines the rotation around X axis
  66434. * @param roll defines the rotation around Z axis
  66435. * @param result defines the target quaternion
  66436. */
  66437. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  66438. /**
  66439. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  66440. * @param alpha defines the rotation around first axis
  66441. * @param beta defines the rotation around second axis
  66442. * @param gamma defines the rotation around third axis
  66443. * @returns the new quaternion
  66444. */
  66445. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  66446. /**
  66447. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  66448. * @param alpha defines the rotation around first axis
  66449. * @param beta defines the rotation around second axis
  66450. * @param gamma defines the rotation around third axis
  66451. * @param result defines the target quaternion
  66452. */
  66453. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  66454. /**
  66455. * 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)
  66456. * @param axis1 defines the first axis
  66457. * @param axis2 defines the second axis
  66458. * @param axis3 defines the third axis
  66459. * @returns the new quaternion
  66460. */
  66461. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  66462. /**
  66463. * 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
  66464. * @param axis1 defines the first axis
  66465. * @param axis2 defines the second axis
  66466. * @param axis3 defines the third axis
  66467. * @param ref defines the target quaternion
  66468. */
  66469. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  66470. /**
  66471. * Interpolates between two quaternions
  66472. * @param left defines first quaternion
  66473. * @param right defines second quaternion
  66474. * @param amount defines the gradient to use
  66475. * @returns the new interpolated quaternion
  66476. */
  66477. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66478. /**
  66479. * Interpolates between two quaternions and stores it into a target quaternion
  66480. * @param left defines first quaternion
  66481. * @param right defines second quaternion
  66482. * @param amount defines the gradient to use
  66483. * @param result defines the target quaternion
  66484. */
  66485. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  66486. /**
  66487. * Interpolate between two quaternions using Hermite interpolation
  66488. * @param value1 defines first quaternion
  66489. * @param tangent1 defines the incoming tangent
  66490. * @param value2 defines second quaternion
  66491. * @param tangent2 defines the outgoing tangent
  66492. * @param amount defines the target quaternion
  66493. * @returns the new interpolated quaternion
  66494. */
  66495. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66496. }
  66497. /**
  66498. * Class used to store matrix data (4x4)
  66499. */
  66500. export class Matrix {
  66501. private static _updateFlagSeed;
  66502. private static _identityReadOnly;
  66503. private _isIdentity;
  66504. private _isIdentityDirty;
  66505. private _isIdentity3x2;
  66506. private _isIdentity3x2Dirty;
  66507. /**
  66508. * Gets the update flag of the matrix which is an unique number for the matrix.
  66509. * It will be incremented every time the matrix data change.
  66510. * You can use it to speed the comparison between two versions of the same matrix.
  66511. */
  66512. updateFlag: number;
  66513. private readonly _m;
  66514. /**
  66515. * Gets the internal data of the matrix
  66516. */
  66517. readonly m: DeepImmutable<Float32Array>;
  66518. /** @hidden */
  66519. _markAsUpdated(): void;
  66520. /** @hidden */
  66521. private _updateIdentityStatus;
  66522. /**
  66523. * Creates an empty matrix (filled with zeros)
  66524. */
  66525. constructor();
  66526. /**
  66527. * Check if the current matrix is identity
  66528. * @returns true is the matrix is the identity matrix
  66529. */
  66530. isIdentity(): boolean;
  66531. /**
  66532. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  66533. * @returns true is the matrix is the identity matrix
  66534. */
  66535. isIdentityAs3x2(): boolean;
  66536. /**
  66537. * Gets the determinant of the matrix
  66538. * @returns the matrix determinant
  66539. */
  66540. determinant(): number;
  66541. /**
  66542. * Returns the matrix as a Float32Array
  66543. * @returns the matrix underlying array
  66544. */
  66545. toArray(): DeepImmutable<Float32Array>;
  66546. /**
  66547. * Returns the matrix as a Float32Array
  66548. * @returns the matrix underlying array.
  66549. */
  66550. asArray(): DeepImmutable<Float32Array>;
  66551. /**
  66552. * Inverts the current matrix in place
  66553. * @returns the current inverted matrix
  66554. */
  66555. invert(): Matrix;
  66556. /**
  66557. * Sets all the matrix elements to zero
  66558. * @returns the current matrix
  66559. */
  66560. reset(): Matrix;
  66561. /**
  66562. * Adds the current matrix with a second one
  66563. * @param other defines the matrix to add
  66564. * @returns a new matrix as the addition of the current matrix and the given one
  66565. */
  66566. add(other: DeepImmutable<Matrix>): Matrix;
  66567. /**
  66568. * Sets the given matrix "result" to the addition of the current matrix and the given one
  66569. * @param other defines the matrix to add
  66570. * @param result defines the target matrix
  66571. * @returns the current matrix
  66572. */
  66573. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  66574. /**
  66575. * Adds in place the given matrix to the current matrix
  66576. * @param other defines the second operand
  66577. * @returns the current updated matrix
  66578. */
  66579. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  66580. /**
  66581. * Sets the given matrix to the current inverted Matrix
  66582. * @param other defines the target matrix
  66583. * @returns the unmodified current matrix
  66584. */
  66585. invertToRef(other: Matrix): Matrix;
  66586. /**
  66587. * add a value at the specified position in the current Matrix
  66588. * @param index the index of the value within the matrix. between 0 and 15.
  66589. * @param value the value to be added
  66590. * @returns the current updated matrix
  66591. */
  66592. addAtIndex(index: number, value: number): Matrix;
  66593. /**
  66594. * mutiply the specified position in the current Matrix by a value
  66595. * @param index the index of the value within the matrix. between 0 and 15.
  66596. * @param value the value to be added
  66597. * @returns the current updated matrix
  66598. */
  66599. multiplyAtIndex(index: number, value: number): Matrix;
  66600. /**
  66601. * Inserts the translation vector (using 3 floats) in the current matrix
  66602. * @param x defines the 1st component of the translation
  66603. * @param y defines the 2nd component of the translation
  66604. * @param z defines the 3rd component of the translation
  66605. * @returns the current updated matrix
  66606. */
  66607. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  66608. /**
  66609. * Adds the translation vector (using 3 floats) in the current matrix
  66610. * @param x defines the 1st component of the translation
  66611. * @param y defines the 2nd component of the translation
  66612. * @param z defines the 3rd component of the translation
  66613. * @returns the current updated matrix
  66614. */
  66615. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  66616. /**
  66617. * Inserts the translation vector in the current matrix
  66618. * @param vector3 defines the translation to insert
  66619. * @returns the current updated matrix
  66620. */
  66621. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  66622. /**
  66623. * Gets the translation value of the current matrix
  66624. * @returns a new Vector3 as the extracted translation from the matrix
  66625. */
  66626. getTranslation(): Vector3;
  66627. /**
  66628. * Fill a Vector3 with the extracted translation from the matrix
  66629. * @param result defines the Vector3 where to store the translation
  66630. * @returns the current matrix
  66631. */
  66632. getTranslationToRef(result: Vector3): Matrix;
  66633. /**
  66634. * Remove rotation and scaling part from the matrix
  66635. * @returns the updated matrix
  66636. */
  66637. removeRotationAndScaling(): Matrix;
  66638. /**
  66639. * Multiply two matrices
  66640. * @param other defines the second operand
  66641. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  66642. */
  66643. multiply(other: DeepImmutable<Matrix>): Matrix;
  66644. /**
  66645. * Copy the current matrix from the given one
  66646. * @param other defines the source matrix
  66647. * @returns the current updated matrix
  66648. */
  66649. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  66650. /**
  66651. * Populates the given array from the starting index with the current matrix values
  66652. * @param array defines the target array
  66653. * @param offset defines the offset in the target array where to start storing values
  66654. * @returns the current matrix
  66655. */
  66656. copyToArray(array: Float32Array, offset?: number): Matrix;
  66657. /**
  66658. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  66659. * @param other defines the second operand
  66660. * @param result defines the matrix where to store the multiplication
  66661. * @returns the current matrix
  66662. */
  66663. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  66664. /**
  66665. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  66666. * @param other defines the second operand
  66667. * @param result defines the array where to store the multiplication
  66668. * @param offset defines the offset in the target array where to start storing values
  66669. * @returns the current matrix
  66670. */
  66671. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  66672. /**
  66673. * Check equality between this matrix and a second one
  66674. * @param value defines the second matrix to compare
  66675. * @returns true is the current matrix and the given one values are strictly equal
  66676. */
  66677. equals(value: DeepImmutable<Matrix>): boolean;
  66678. /**
  66679. * Clone the current matrix
  66680. * @returns a new matrix from the current matrix
  66681. */
  66682. clone(): Matrix;
  66683. /**
  66684. * Returns the name of the current matrix class
  66685. * @returns the string "Matrix"
  66686. */
  66687. getClassName(): string;
  66688. /**
  66689. * Gets the hash code of the current matrix
  66690. * @returns the hash code
  66691. */
  66692. getHashCode(): number;
  66693. /**
  66694. * Decomposes the current Matrix into a translation, rotation and scaling components
  66695. * @param scale defines the scale vector3 given as a reference to update
  66696. * @param rotation defines the rotation quaternion given as a reference to update
  66697. * @param translation defines the translation vector3 given as a reference to update
  66698. * @returns true if operation was successful
  66699. */
  66700. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  66701. /**
  66702. * Gets specific row of the matrix
  66703. * @param index defines the number of the row to get
  66704. * @returns the index-th row of the current matrix as a new Vector4
  66705. */
  66706. getRow(index: number): Nullable<Vector4>;
  66707. /**
  66708. * Sets the index-th row of the current matrix to the vector4 values
  66709. * @param index defines the number of the row to set
  66710. * @param row defines the target vector4
  66711. * @returns the updated current matrix
  66712. */
  66713. setRow(index: number, row: Vector4): Matrix;
  66714. /**
  66715. * Compute the transpose of the matrix
  66716. * @returns the new transposed matrix
  66717. */
  66718. transpose(): Matrix;
  66719. /**
  66720. * Compute the transpose of the matrix and store it in a given matrix
  66721. * @param result defines the target matrix
  66722. * @returns the current matrix
  66723. */
  66724. transposeToRef(result: Matrix): Matrix;
  66725. /**
  66726. * Sets the index-th row of the current matrix with the given 4 x float values
  66727. * @param index defines the row index
  66728. * @param x defines the x component to set
  66729. * @param y defines the y component to set
  66730. * @param z defines the z component to set
  66731. * @param w defines the w component to set
  66732. * @returns the updated current matrix
  66733. */
  66734. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  66735. /**
  66736. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  66737. * @param scale defines the scale factor
  66738. * @returns a new matrix
  66739. */
  66740. scale(scale: number): Matrix;
  66741. /**
  66742. * Scale the current matrix values by a factor to a given result matrix
  66743. * @param scale defines the scale factor
  66744. * @param result defines the matrix to store the result
  66745. * @returns the current matrix
  66746. */
  66747. scaleToRef(scale: number, result: Matrix): Matrix;
  66748. /**
  66749. * Scale the current matrix values by a factor and add the result to a given matrix
  66750. * @param scale defines the scale factor
  66751. * @param result defines the Matrix to store the result
  66752. * @returns the current matrix
  66753. */
  66754. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  66755. /**
  66756. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  66757. * @param ref matrix to store the result
  66758. */
  66759. toNormalMatrix(ref: Matrix): void;
  66760. /**
  66761. * Gets only rotation part of the current matrix
  66762. * @returns a new matrix sets to the extracted rotation matrix from the current one
  66763. */
  66764. getRotationMatrix(): Matrix;
  66765. /**
  66766. * Extracts the rotation matrix from the current one and sets it as the given "result"
  66767. * @param result defines the target matrix to store data to
  66768. * @returns the current matrix
  66769. */
  66770. getRotationMatrixToRef(result: Matrix): Matrix;
  66771. /**
  66772. * Toggles model matrix from being right handed to left handed in place and vice versa
  66773. */
  66774. toggleModelMatrixHandInPlace(): void;
  66775. /**
  66776. * Toggles projection matrix from being right handed to left handed in place and vice versa
  66777. */
  66778. toggleProjectionMatrixHandInPlace(): void;
  66779. /**
  66780. * Creates a matrix from an array
  66781. * @param array defines the source array
  66782. * @param offset defines an offset in the source array
  66783. * @returns a new Matrix set from the starting index of the given array
  66784. */
  66785. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  66786. /**
  66787. * Copy the content of an array into a given matrix
  66788. * @param array defines the source array
  66789. * @param offset defines an offset in the source array
  66790. * @param result defines the target matrix
  66791. */
  66792. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  66793. /**
  66794. * Stores an array into a matrix after having multiplied each component by a given factor
  66795. * @param array defines the source array
  66796. * @param offset defines the offset in the source array
  66797. * @param scale defines the scaling factor
  66798. * @param result defines the target matrix
  66799. */
  66800. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  66801. /**
  66802. * Gets an identity matrix that must not be updated
  66803. */
  66804. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  66805. /**
  66806. * Stores a list of values (16) inside a given matrix
  66807. * @param initialM11 defines 1st value of 1st row
  66808. * @param initialM12 defines 2nd value of 1st row
  66809. * @param initialM13 defines 3rd value of 1st row
  66810. * @param initialM14 defines 4th value of 1st row
  66811. * @param initialM21 defines 1st value of 2nd row
  66812. * @param initialM22 defines 2nd value of 2nd row
  66813. * @param initialM23 defines 3rd value of 2nd row
  66814. * @param initialM24 defines 4th value of 2nd row
  66815. * @param initialM31 defines 1st value of 3rd row
  66816. * @param initialM32 defines 2nd value of 3rd row
  66817. * @param initialM33 defines 3rd value of 3rd row
  66818. * @param initialM34 defines 4th value of 3rd row
  66819. * @param initialM41 defines 1st value of 4th row
  66820. * @param initialM42 defines 2nd value of 4th row
  66821. * @param initialM43 defines 3rd value of 4th row
  66822. * @param initialM44 defines 4th value of 4th row
  66823. * @param result defines the target matrix
  66824. */
  66825. 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;
  66826. /**
  66827. * Creates new matrix from a list of values (16)
  66828. * @param initialM11 defines 1st value of 1st row
  66829. * @param initialM12 defines 2nd value of 1st row
  66830. * @param initialM13 defines 3rd value of 1st row
  66831. * @param initialM14 defines 4th value of 1st row
  66832. * @param initialM21 defines 1st value of 2nd row
  66833. * @param initialM22 defines 2nd value of 2nd row
  66834. * @param initialM23 defines 3rd value of 2nd row
  66835. * @param initialM24 defines 4th value of 2nd row
  66836. * @param initialM31 defines 1st value of 3rd row
  66837. * @param initialM32 defines 2nd value of 3rd row
  66838. * @param initialM33 defines 3rd value of 3rd row
  66839. * @param initialM34 defines 4th value of 3rd row
  66840. * @param initialM41 defines 1st value of 4th row
  66841. * @param initialM42 defines 2nd value of 4th row
  66842. * @param initialM43 defines 3rd value of 4th row
  66843. * @param initialM44 defines 4th value of 4th row
  66844. * @returns the new matrix
  66845. */
  66846. 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;
  66847. /**
  66848. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  66849. * @param scale defines the scale vector3
  66850. * @param rotation defines the rotation quaternion
  66851. * @param translation defines the translation vector3
  66852. * @returns a new matrix
  66853. */
  66854. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  66855. /**
  66856. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  66857. * @param scale defines the scale vector3
  66858. * @param rotation defines the rotation quaternion
  66859. * @param translation defines the translation vector3
  66860. * @param result defines the target matrix
  66861. */
  66862. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  66863. /**
  66864. * Creates a new identity matrix
  66865. * @returns a new identity matrix
  66866. */
  66867. static Identity(): Matrix;
  66868. /**
  66869. * Creates a new identity matrix and stores the result in a given matrix
  66870. * @param result defines the target matrix
  66871. */
  66872. static IdentityToRef(result: Matrix): void;
  66873. /**
  66874. * Creates a new zero matrix
  66875. * @returns a new zero matrix
  66876. */
  66877. static Zero(): Matrix;
  66878. /**
  66879. * Creates a new rotation matrix for "angle" radians around the X axis
  66880. * @param angle defines the angle (in radians) to use
  66881. * @return the new matrix
  66882. */
  66883. static RotationX(angle: number): Matrix;
  66884. /**
  66885. * Creates a new matrix as the invert of a given matrix
  66886. * @param source defines the source matrix
  66887. * @returns the new matrix
  66888. */
  66889. static Invert(source: DeepImmutable<Matrix>): Matrix;
  66890. /**
  66891. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  66892. * @param angle defines the angle (in radians) to use
  66893. * @param result defines the target matrix
  66894. */
  66895. static RotationXToRef(angle: number, result: Matrix): void;
  66896. /**
  66897. * Creates a new rotation matrix for "angle" radians around the Y axis
  66898. * @param angle defines the angle (in radians) to use
  66899. * @return the new matrix
  66900. */
  66901. static RotationY(angle: number): Matrix;
  66902. /**
  66903. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  66904. * @param angle defines the angle (in radians) to use
  66905. * @param result defines the target matrix
  66906. */
  66907. static RotationYToRef(angle: number, result: Matrix): void;
  66908. /**
  66909. * Creates a new rotation matrix for "angle" radians around the Z axis
  66910. * @param angle defines the angle (in radians) to use
  66911. * @return the new matrix
  66912. */
  66913. static RotationZ(angle: number): Matrix;
  66914. /**
  66915. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  66916. * @param angle defines the angle (in radians) to use
  66917. * @param result defines the target matrix
  66918. */
  66919. static RotationZToRef(angle: number, result: Matrix): void;
  66920. /**
  66921. * Creates a new rotation matrix for "angle" radians around the given axis
  66922. * @param axis defines the axis to use
  66923. * @param angle defines the angle (in radians) to use
  66924. * @return the new matrix
  66925. */
  66926. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  66927. /**
  66928. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  66929. * @param axis defines the axis to use
  66930. * @param angle defines the angle (in radians) to use
  66931. * @param result defines the target matrix
  66932. */
  66933. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  66934. /**
  66935. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  66936. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  66937. * @param from defines the vector to align
  66938. * @param to defines the vector to align to
  66939. * @param result defines the target matrix
  66940. */
  66941. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  66942. /**
  66943. * Creates a rotation matrix
  66944. * @param yaw defines the yaw angle in radians (Y axis)
  66945. * @param pitch defines the pitch angle in radians (X axis)
  66946. * @param roll defines the roll angle in radians (X axis)
  66947. * @returns the new rotation matrix
  66948. */
  66949. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  66950. /**
  66951. * Creates a rotation matrix and stores it in a given matrix
  66952. * @param yaw defines the yaw angle in radians (Y axis)
  66953. * @param pitch defines the pitch angle in radians (X axis)
  66954. * @param roll defines the roll angle in radians (X axis)
  66955. * @param result defines the target matrix
  66956. */
  66957. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  66958. /**
  66959. * Creates a scaling matrix
  66960. * @param x defines the scale factor on X axis
  66961. * @param y defines the scale factor on Y axis
  66962. * @param z defines the scale factor on Z axis
  66963. * @returns the new matrix
  66964. */
  66965. static Scaling(x: number, y: number, z: number): Matrix;
  66966. /**
  66967. * Creates a scaling matrix and stores it in a given matrix
  66968. * @param x defines the scale factor on X axis
  66969. * @param y defines the scale factor on Y axis
  66970. * @param z defines the scale factor on Z axis
  66971. * @param result defines the target matrix
  66972. */
  66973. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  66974. /**
  66975. * Creates a translation matrix
  66976. * @param x defines the translation on X axis
  66977. * @param y defines the translation on Y axis
  66978. * @param z defines the translationon Z axis
  66979. * @returns the new matrix
  66980. */
  66981. static Translation(x: number, y: number, z: number): Matrix;
  66982. /**
  66983. * Creates a translation matrix and stores it in a given matrix
  66984. * @param x defines the translation on X axis
  66985. * @param y defines the translation on Y axis
  66986. * @param z defines the translationon Z axis
  66987. * @param result defines the target matrix
  66988. */
  66989. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  66990. /**
  66991. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  66992. * @param startValue defines the start value
  66993. * @param endValue defines the end value
  66994. * @param gradient defines the gradient factor
  66995. * @returns the new matrix
  66996. */
  66997. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  66998. /**
  66999. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67000. * @param startValue defines the start value
  67001. * @param endValue defines the end value
  67002. * @param gradient defines the gradient factor
  67003. * @param result defines the Matrix object where to store data
  67004. */
  67005. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67006. /**
  67007. * Builds a new matrix whose values are computed by:
  67008. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67009. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67010. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67011. * @param startValue defines the first matrix
  67012. * @param endValue defines the second matrix
  67013. * @param gradient defines the gradient between the two matrices
  67014. * @returns the new matrix
  67015. */
  67016. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67017. /**
  67018. * Update a matrix to values which are computed by:
  67019. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67020. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67021. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67022. * @param startValue defines the first matrix
  67023. * @param endValue defines the second matrix
  67024. * @param gradient defines the gradient between the two matrices
  67025. * @param result defines the target matrix
  67026. */
  67027. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67028. /**
  67029. * 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"
  67030. * This function works in left handed mode
  67031. * @param eye defines the final position of the entity
  67032. * @param target defines where the entity should look at
  67033. * @param up defines the up vector for the entity
  67034. * @returns the new matrix
  67035. */
  67036. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67037. /**
  67038. * 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".
  67039. * This function works in left handed mode
  67040. * @param eye defines the final position of the entity
  67041. * @param target defines where the entity should look at
  67042. * @param up defines the up vector for the entity
  67043. * @param result defines the target matrix
  67044. */
  67045. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67046. /**
  67047. * 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"
  67048. * This function works in right handed mode
  67049. * @param eye defines the final position of the entity
  67050. * @param target defines where the entity should look at
  67051. * @param up defines the up vector for the entity
  67052. * @returns the new matrix
  67053. */
  67054. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67055. /**
  67056. * 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".
  67057. * This function works in right handed mode
  67058. * @param eye defines the final position of the entity
  67059. * @param target defines where the entity should look at
  67060. * @param up defines the up vector for the entity
  67061. * @param result defines the target matrix
  67062. */
  67063. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67064. /**
  67065. * Create a left-handed orthographic projection matrix
  67066. * @param width defines the viewport width
  67067. * @param height defines the viewport height
  67068. * @param znear defines the near clip plane
  67069. * @param zfar defines the far clip plane
  67070. * @returns a new matrix as a left-handed orthographic projection matrix
  67071. */
  67072. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67073. /**
  67074. * Store a left-handed orthographic projection to a given matrix
  67075. * @param width defines the viewport width
  67076. * @param height defines the viewport height
  67077. * @param znear defines the near clip plane
  67078. * @param zfar defines the far clip plane
  67079. * @param result defines the target matrix
  67080. */
  67081. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67082. /**
  67083. * Create a left-handed orthographic projection matrix
  67084. * @param left defines the viewport left coordinate
  67085. * @param right defines the viewport right coordinate
  67086. * @param bottom defines the viewport bottom coordinate
  67087. * @param top defines the viewport top coordinate
  67088. * @param znear defines the near clip plane
  67089. * @param zfar defines the far clip plane
  67090. * @returns a new matrix as a left-handed orthographic projection matrix
  67091. */
  67092. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67093. /**
  67094. * Stores a left-handed orthographic projection into a given matrix
  67095. * @param left defines the viewport left coordinate
  67096. * @param right defines the viewport right coordinate
  67097. * @param bottom defines the viewport bottom coordinate
  67098. * @param top defines the viewport top coordinate
  67099. * @param znear defines the near clip plane
  67100. * @param zfar defines the far clip plane
  67101. * @param result defines the target matrix
  67102. */
  67103. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67104. /**
  67105. * Creates a right-handed orthographic projection matrix
  67106. * @param left defines the viewport left coordinate
  67107. * @param right defines the viewport right coordinate
  67108. * @param bottom defines the viewport bottom coordinate
  67109. * @param top defines the viewport top coordinate
  67110. * @param znear defines the near clip plane
  67111. * @param zfar defines the far clip plane
  67112. * @returns a new matrix as a right-handed orthographic projection matrix
  67113. */
  67114. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67115. /**
  67116. * Stores a right-handed orthographic projection into a given matrix
  67117. * @param left defines the viewport left coordinate
  67118. * @param right defines the viewport right coordinate
  67119. * @param bottom defines the viewport bottom coordinate
  67120. * @param top defines the viewport top coordinate
  67121. * @param znear defines the near clip plane
  67122. * @param zfar defines the far clip plane
  67123. * @param result defines the target matrix
  67124. */
  67125. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67126. /**
  67127. * Creates a left-handed perspective projection matrix
  67128. * @param width defines the viewport width
  67129. * @param height defines the viewport height
  67130. * @param znear defines the near clip plane
  67131. * @param zfar defines the far clip plane
  67132. * @returns a new matrix as a left-handed perspective projection matrix
  67133. */
  67134. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67135. /**
  67136. * Creates a left-handed perspective projection matrix
  67137. * @param fov defines the horizontal field of view
  67138. * @param aspect defines the aspect ratio
  67139. * @param znear defines the near clip plane
  67140. * @param zfar defines the far clip plane
  67141. * @returns a new matrix as a left-handed perspective projection matrix
  67142. */
  67143. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67144. /**
  67145. * Stores a left-handed perspective projection into a given matrix
  67146. * @param fov defines the horizontal field of view
  67147. * @param aspect defines the aspect ratio
  67148. * @param znear defines the near clip plane
  67149. * @param zfar defines the far clip plane
  67150. * @param result defines the target matrix
  67151. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67152. */
  67153. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67154. /**
  67155. * Creates a right-handed perspective projection matrix
  67156. * @param fov defines the horizontal field of view
  67157. * @param aspect defines the aspect ratio
  67158. * @param znear defines the near clip plane
  67159. * @param zfar defines the far clip plane
  67160. * @returns a new matrix as a right-handed perspective projection matrix
  67161. */
  67162. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67163. /**
  67164. * Stores a right-handed perspective projection into a given matrix
  67165. * @param fov defines the horizontal field of view
  67166. * @param aspect defines the aspect ratio
  67167. * @param znear defines the near clip plane
  67168. * @param zfar defines the far clip plane
  67169. * @param result defines the target matrix
  67170. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67171. */
  67172. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67173. /**
  67174. * Stores a perspective projection for WebVR info a given matrix
  67175. * @param fov defines the field of view
  67176. * @param znear defines the near clip plane
  67177. * @param zfar defines the far clip plane
  67178. * @param result defines the target matrix
  67179. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67180. */
  67181. static PerspectiveFovWebVRToRef(fov: {
  67182. upDegrees: number;
  67183. downDegrees: number;
  67184. leftDegrees: number;
  67185. rightDegrees: number;
  67186. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67187. /**
  67188. * Computes a complete transformation matrix
  67189. * @param viewport defines the viewport to use
  67190. * @param world defines the world matrix
  67191. * @param view defines the view matrix
  67192. * @param projection defines the projection matrix
  67193. * @param zmin defines the near clip plane
  67194. * @param zmax defines the far clip plane
  67195. * @returns the transformation matrix
  67196. */
  67197. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67198. /**
  67199. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67200. * @param matrix defines the matrix to use
  67201. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67202. */
  67203. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67204. /**
  67205. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67206. * @param matrix defines the matrix to use
  67207. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67208. */
  67209. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67210. /**
  67211. * Compute the transpose of a given matrix
  67212. * @param matrix defines the matrix to transpose
  67213. * @returns the new matrix
  67214. */
  67215. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67216. /**
  67217. * Compute the transpose of a matrix and store it in a target matrix
  67218. * @param matrix defines the matrix to transpose
  67219. * @param result defines the target matrix
  67220. */
  67221. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67222. /**
  67223. * Computes a reflection matrix from a plane
  67224. * @param plane defines the reflection plane
  67225. * @returns a new matrix
  67226. */
  67227. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67228. /**
  67229. * Computes a reflection matrix from a plane
  67230. * @param plane defines the reflection plane
  67231. * @param result defines the target matrix
  67232. */
  67233. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67234. /**
  67235. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67236. * @param xaxis defines the value of the 1st axis
  67237. * @param yaxis defines the value of the 2nd axis
  67238. * @param zaxis defines the value of the 3rd axis
  67239. * @param result defines the target matrix
  67240. */
  67241. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67242. /**
  67243. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67244. * @param quat defines the quaternion to use
  67245. * @param result defines the target matrix
  67246. */
  67247. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67248. }
  67249. /**
  67250. * @hidden
  67251. */
  67252. export class TmpVectors {
  67253. static Vector2: Vector2[];
  67254. static Vector3: Vector3[];
  67255. static Vector4: Vector4[];
  67256. static Quaternion: Quaternion[];
  67257. static Matrix: Matrix[];
  67258. }
  67259. }
  67260. declare module BABYLON {
  67261. /** Defines the cross module used constants to avoid circular dependncies */
  67262. export class Constants {
  67263. /** Defines that alpha blending is disabled */
  67264. static readonly ALPHA_DISABLE: number;
  67265. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67266. static readonly ALPHA_ADD: number;
  67267. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67268. static readonly ALPHA_COMBINE: number;
  67269. /** Defines that alpha blending to DEST - SRC * DEST */
  67270. static readonly ALPHA_SUBTRACT: number;
  67271. /** Defines that alpha blending to SRC * DEST */
  67272. static readonly ALPHA_MULTIPLY: number;
  67273. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67274. static readonly ALPHA_MAXIMIZED: number;
  67275. /** Defines that alpha blending to SRC + DEST */
  67276. static readonly ALPHA_ONEONE: number;
  67277. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  67278. static readonly ALPHA_PREMULTIPLIED: number;
  67279. /**
  67280. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  67281. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  67282. */
  67283. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  67284. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  67285. static readonly ALPHA_INTERPOLATE: number;
  67286. /**
  67287. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  67288. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  67289. */
  67290. static readonly ALPHA_SCREENMODE: number;
  67291. /** Defines that the ressource is not delayed*/
  67292. static readonly DELAYLOADSTATE_NONE: number;
  67293. /** Defines that the ressource was successfully delay loaded */
  67294. static readonly DELAYLOADSTATE_LOADED: number;
  67295. /** Defines that the ressource is currently delay loading */
  67296. static readonly DELAYLOADSTATE_LOADING: number;
  67297. /** Defines that the ressource is delayed and has not started loading */
  67298. static readonly DELAYLOADSTATE_NOTLOADED: number;
  67299. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  67300. static readonly NEVER: number;
  67301. /** 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 */
  67302. static readonly ALWAYS: number;
  67303. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  67304. static readonly LESS: number;
  67305. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  67306. static readonly EQUAL: number;
  67307. /** 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 */
  67308. static readonly LEQUAL: number;
  67309. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  67310. static readonly GREATER: number;
  67311. /** 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 */
  67312. static readonly GEQUAL: number;
  67313. /** 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 */
  67314. static readonly NOTEQUAL: number;
  67315. /** Passed to stencilOperation to specify that stencil value must be kept */
  67316. static readonly KEEP: number;
  67317. /** Passed to stencilOperation to specify that stencil value must be replaced */
  67318. static readonly REPLACE: number;
  67319. /** Passed to stencilOperation to specify that stencil value must be incremented */
  67320. static readonly INCR: number;
  67321. /** Passed to stencilOperation to specify that stencil value must be decremented */
  67322. static readonly DECR: number;
  67323. /** Passed to stencilOperation to specify that stencil value must be inverted */
  67324. static readonly INVERT: number;
  67325. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  67326. static readonly INCR_WRAP: number;
  67327. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  67328. static readonly DECR_WRAP: number;
  67329. /** Texture is not repeating outside of 0..1 UVs */
  67330. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  67331. /** Texture is repeating outside of 0..1 UVs */
  67332. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  67333. /** Texture is repeating and mirrored */
  67334. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  67335. /** ALPHA */
  67336. static readonly TEXTUREFORMAT_ALPHA: number;
  67337. /** LUMINANCE */
  67338. static readonly TEXTUREFORMAT_LUMINANCE: number;
  67339. /** LUMINANCE_ALPHA */
  67340. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  67341. /** RGB */
  67342. static readonly TEXTUREFORMAT_RGB: number;
  67343. /** RGBA */
  67344. static readonly TEXTUREFORMAT_RGBA: number;
  67345. /** RED */
  67346. static readonly TEXTUREFORMAT_RED: number;
  67347. /** RED (2nd reference) */
  67348. static readonly TEXTUREFORMAT_R: number;
  67349. /** RG */
  67350. static readonly TEXTUREFORMAT_RG: number;
  67351. /** RED_INTEGER */
  67352. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  67353. /** RED_INTEGER (2nd reference) */
  67354. static readonly TEXTUREFORMAT_R_INTEGER: number;
  67355. /** RG_INTEGER */
  67356. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  67357. /** RGB_INTEGER */
  67358. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  67359. /** RGBA_INTEGER */
  67360. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  67361. /** UNSIGNED_BYTE */
  67362. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  67363. /** UNSIGNED_BYTE (2nd reference) */
  67364. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  67365. /** FLOAT */
  67366. static readonly TEXTURETYPE_FLOAT: number;
  67367. /** HALF_FLOAT */
  67368. static readonly TEXTURETYPE_HALF_FLOAT: number;
  67369. /** BYTE */
  67370. static readonly TEXTURETYPE_BYTE: number;
  67371. /** SHORT */
  67372. static readonly TEXTURETYPE_SHORT: number;
  67373. /** UNSIGNED_SHORT */
  67374. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  67375. /** INT */
  67376. static readonly TEXTURETYPE_INT: number;
  67377. /** UNSIGNED_INT */
  67378. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  67379. /** UNSIGNED_SHORT_4_4_4_4 */
  67380. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  67381. /** UNSIGNED_SHORT_5_5_5_1 */
  67382. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  67383. /** UNSIGNED_SHORT_5_6_5 */
  67384. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  67385. /** UNSIGNED_INT_2_10_10_10_REV */
  67386. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  67387. /** UNSIGNED_INT_24_8 */
  67388. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  67389. /** UNSIGNED_INT_10F_11F_11F_REV */
  67390. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  67391. /** UNSIGNED_INT_5_9_9_9_REV */
  67392. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  67393. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  67394. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  67395. /** nearest is mag = nearest and min = nearest and mip = linear */
  67396. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  67397. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67398. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  67399. /** Trilinear is mag = linear and min = linear and mip = linear */
  67400. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  67401. /** nearest is mag = nearest and min = nearest and mip = linear */
  67402. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  67403. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67404. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  67405. /** Trilinear is mag = linear and min = linear and mip = linear */
  67406. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  67407. /** mag = nearest and min = nearest and mip = nearest */
  67408. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  67409. /** mag = nearest and min = linear and mip = nearest */
  67410. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  67411. /** mag = nearest and min = linear and mip = linear */
  67412. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  67413. /** mag = nearest and min = linear and mip = none */
  67414. static readonly TEXTURE_NEAREST_LINEAR: number;
  67415. /** mag = nearest and min = nearest and mip = none */
  67416. static readonly TEXTURE_NEAREST_NEAREST: number;
  67417. /** mag = linear and min = nearest and mip = nearest */
  67418. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  67419. /** mag = linear and min = nearest and mip = linear */
  67420. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  67421. /** mag = linear and min = linear and mip = none */
  67422. static readonly TEXTURE_LINEAR_LINEAR: number;
  67423. /** mag = linear and min = nearest and mip = none */
  67424. static readonly TEXTURE_LINEAR_NEAREST: number;
  67425. /** Explicit coordinates mode */
  67426. static readonly TEXTURE_EXPLICIT_MODE: number;
  67427. /** Spherical coordinates mode */
  67428. static readonly TEXTURE_SPHERICAL_MODE: number;
  67429. /** Planar coordinates mode */
  67430. static readonly TEXTURE_PLANAR_MODE: number;
  67431. /** Cubic coordinates mode */
  67432. static readonly TEXTURE_CUBIC_MODE: number;
  67433. /** Projection coordinates mode */
  67434. static readonly TEXTURE_PROJECTION_MODE: number;
  67435. /** Skybox coordinates mode */
  67436. static readonly TEXTURE_SKYBOX_MODE: number;
  67437. /** Inverse Cubic coordinates mode */
  67438. static readonly TEXTURE_INVCUBIC_MODE: number;
  67439. /** Equirectangular coordinates mode */
  67440. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  67441. /** Equirectangular Fixed coordinates mode */
  67442. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  67443. /** Equirectangular Fixed Mirrored coordinates mode */
  67444. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  67445. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  67446. static readonly SCALEMODE_FLOOR: number;
  67447. /** Defines that texture rescaling will look for the nearest power of 2 size */
  67448. static readonly SCALEMODE_NEAREST: number;
  67449. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  67450. static readonly SCALEMODE_CEILING: number;
  67451. /**
  67452. * The dirty texture flag value
  67453. */
  67454. static readonly MATERIAL_TextureDirtyFlag: number;
  67455. /**
  67456. * The dirty light flag value
  67457. */
  67458. static readonly MATERIAL_LightDirtyFlag: number;
  67459. /**
  67460. * The dirty fresnel flag value
  67461. */
  67462. static readonly MATERIAL_FresnelDirtyFlag: number;
  67463. /**
  67464. * The dirty attribute flag value
  67465. */
  67466. static readonly MATERIAL_AttributesDirtyFlag: number;
  67467. /**
  67468. * The dirty misc flag value
  67469. */
  67470. static readonly MATERIAL_MiscDirtyFlag: number;
  67471. /**
  67472. * The all dirty flag value
  67473. */
  67474. static readonly MATERIAL_AllDirtyFlag: number;
  67475. /**
  67476. * Returns the triangle fill mode
  67477. */
  67478. static readonly MATERIAL_TriangleFillMode: number;
  67479. /**
  67480. * Returns the wireframe mode
  67481. */
  67482. static readonly MATERIAL_WireFrameFillMode: number;
  67483. /**
  67484. * Returns the point fill mode
  67485. */
  67486. static readonly MATERIAL_PointFillMode: number;
  67487. /**
  67488. * Returns the point list draw mode
  67489. */
  67490. static readonly MATERIAL_PointListDrawMode: number;
  67491. /**
  67492. * Returns the line list draw mode
  67493. */
  67494. static readonly MATERIAL_LineListDrawMode: number;
  67495. /**
  67496. * Returns the line loop draw mode
  67497. */
  67498. static readonly MATERIAL_LineLoopDrawMode: number;
  67499. /**
  67500. * Returns the line strip draw mode
  67501. */
  67502. static readonly MATERIAL_LineStripDrawMode: number;
  67503. /**
  67504. * Returns the triangle strip draw mode
  67505. */
  67506. static readonly MATERIAL_TriangleStripDrawMode: number;
  67507. /**
  67508. * Returns the triangle fan draw mode
  67509. */
  67510. static readonly MATERIAL_TriangleFanDrawMode: number;
  67511. /**
  67512. * Stores the clock-wise side orientation
  67513. */
  67514. static readonly MATERIAL_ClockWiseSideOrientation: number;
  67515. /**
  67516. * Stores the counter clock-wise side orientation
  67517. */
  67518. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  67519. /**
  67520. * Nothing
  67521. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67522. */
  67523. static readonly ACTION_NothingTrigger: number;
  67524. /**
  67525. * On pick
  67526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67527. */
  67528. static readonly ACTION_OnPickTrigger: number;
  67529. /**
  67530. * On left pick
  67531. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67532. */
  67533. static readonly ACTION_OnLeftPickTrigger: number;
  67534. /**
  67535. * On right pick
  67536. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67537. */
  67538. static readonly ACTION_OnRightPickTrigger: number;
  67539. /**
  67540. * On center pick
  67541. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67542. */
  67543. static readonly ACTION_OnCenterPickTrigger: number;
  67544. /**
  67545. * On pick down
  67546. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67547. */
  67548. static readonly ACTION_OnPickDownTrigger: number;
  67549. /**
  67550. * On double pick
  67551. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67552. */
  67553. static readonly ACTION_OnDoublePickTrigger: number;
  67554. /**
  67555. * On pick up
  67556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67557. */
  67558. static readonly ACTION_OnPickUpTrigger: number;
  67559. /**
  67560. * On pick out.
  67561. * This trigger will only be raised if you also declared a OnPickDown
  67562. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67563. */
  67564. static readonly ACTION_OnPickOutTrigger: number;
  67565. /**
  67566. * On long press
  67567. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67568. */
  67569. static readonly ACTION_OnLongPressTrigger: number;
  67570. /**
  67571. * On pointer over
  67572. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67573. */
  67574. static readonly ACTION_OnPointerOverTrigger: number;
  67575. /**
  67576. * On pointer out
  67577. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67578. */
  67579. static readonly ACTION_OnPointerOutTrigger: number;
  67580. /**
  67581. * On every frame
  67582. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67583. */
  67584. static readonly ACTION_OnEveryFrameTrigger: number;
  67585. /**
  67586. * On intersection enter
  67587. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67588. */
  67589. static readonly ACTION_OnIntersectionEnterTrigger: number;
  67590. /**
  67591. * On intersection exit
  67592. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67593. */
  67594. static readonly ACTION_OnIntersectionExitTrigger: number;
  67595. /**
  67596. * On key down
  67597. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67598. */
  67599. static readonly ACTION_OnKeyDownTrigger: number;
  67600. /**
  67601. * On key up
  67602. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67603. */
  67604. static readonly ACTION_OnKeyUpTrigger: number;
  67605. /**
  67606. * Billboard mode will only apply to Y axis
  67607. */
  67608. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  67609. /**
  67610. * Billboard mode will apply to all axes
  67611. */
  67612. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  67613. /**
  67614. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  67615. */
  67616. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  67617. /**
  67618. * Gets or sets base Assets URL
  67619. */
  67620. static PARTICLES_BaseAssetsUrl: string;
  67621. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  67622. * Test order :
  67623. * Is the bounding sphere outside the frustum ?
  67624. * If not, are the bounding box vertices outside the frustum ?
  67625. * It not, then the cullable object is in the frustum.
  67626. */
  67627. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  67628. /** Culling strategy : Bounding Sphere Only.
  67629. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  67630. * It's also less accurate than the standard because some not visible objects can still be selected.
  67631. * Test : is the bounding sphere outside the frustum ?
  67632. * If not, then the cullable object is in the frustum.
  67633. */
  67634. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  67635. /** Culling strategy : Optimistic Inclusion.
  67636. * This in an inclusion test first, then the standard exclusion test.
  67637. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  67638. * 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.
  67639. * Anyway, it's as accurate as the standard strategy.
  67640. * Test :
  67641. * Is the cullable object bounding sphere center in the frustum ?
  67642. * If not, apply the default culling strategy.
  67643. */
  67644. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  67645. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  67646. * This in an inclusion test first, then the bounding sphere only exclusion test.
  67647. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  67648. * 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.
  67649. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  67650. * Test :
  67651. * Is the cullable object bounding sphere center in the frustum ?
  67652. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  67653. */
  67654. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  67655. /**
  67656. * No logging while loading
  67657. */
  67658. static readonly SCENELOADER_NO_LOGGING: number;
  67659. /**
  67660. * Minimal logging while loading
  67661. */
  67662. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  67663. /**
  67664. * Summary logging while loading
  67665. */
  67666. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  67667. /**
  67668. * Detailled logging while loading
  67669. */
  67670. static readonly SCENELOADER_DETAILED_LOGGING: number;
  67671. }
  67672. }
  67673. declare module BABYLON {
  67674. /**
  67675. * Class used to store and describe the pipeline context associated with an effect
  67676. */
  67677. export interface IPipelineContext {
  67678. /**
  67679. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  67680. */
  67681. isAsync: boolean;
  67682. /**
  67683. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  67684. */
  67685. isReady: boolean;
  67686. /** @hidden */
  67687. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  67688. }
  67689. }
  67690. declare module BABYLON {
  67691. /** @hidden */
  67692. export interface IShaderProcessor {
  67693. attributeProcessor?: (attribute: string) => string;
  67694. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  67695. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  67696. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  67697. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  67698. lineProcessor?: (line: string, isFragment: boolean) => string;
  67699. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  67700. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  67701. }
  67702. }
  67703. declare module BABYLON {
  67704. /** @hidden */
  67705. export interface ProcessingOptions {
  67706. defines: string[];
  67707. indexParameters: any;
  67708. isFragment: boolean;
  67709. shouldUseHighPrecisionShader: boolean;
  67710. supportsUniformBuffers: boolean;
  67711. shadersRepository: string;
  67712. includesShadersStore: {
  67713. [key: string]: string;
  67714. };
  67715. processor?: IShaderProcessor;
  67716. version: string;
  67717. platformName: string;
  67718. lookForClosingBracketForUniformBuffer?: boolean;
  67719. }
  67720. }
  67721. declare module BABYLON {
  67722. /**
  67723. * Helper to manipulate strings
  67724. */
  67725. export class StringTools {
  67726. /**
  67727. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  67728. * @param str Source string
  67729. * @param suffix Suffix to search for in the source string
  67730. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  67731. */
  67732. static EndsWith(str: string, suffix: string): boolean;
  67733. /**
  67734. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  67735. * @param str Source string
  67736. * @param suffix Suffix to search for in the source string
  67737. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  67738. */
  67739. static StartsWith(str: string, suffix: string): boolean;
  67740. }
  67741. }
  67742. declare module BABYLON {
  67743. /** @hidden */
  67744. export class ShaderCodeNode {
  67745. line: string;
  67746. children: ShaderCodeNode[];
  67747. additionalDefineKey?: string;
  67748. additionalDefineValue?: string;
  67749. isValid(preprocessors: {
  67750. [key: string]: string;
  67751. }): boolean;
  67752. process(preprocessors: {
  67753. [key: string]: string;
  67754. }, options: ProcessingOptions): string;
  67755. }
  67756. }
  67757. declare module BABYLON {
  67758. /** @hidden */
  67759. export class ShaderCodeCursor {
  67760. private _lines;
  67761. lineIndex: number;
  67762. readonly currentLine: string;
  67763. readonly canRead: boolean;
  67764. lines: string[];
  67765. }
  67766. }
  67767. declare module BABYLON {
  67768. /** @hidden */
  67769. export class ShaderCodeConditionNode extends ShaderCodeNode {
  67770. process(preprocessors: {
  67771. [key: string]: string;
  67772. }, options: ProcessingOptions): string;
  67773. }
  67774. }
  67775. declare module BABYLON {
  67776. /** @hidden */
  67777. export class ShaderDefineExpression {
  67778. isTrue(preprocessors: {
  67779. [key: string]: string;
  67780. }): boolean;
  67781. }
  67782. }
  67783. declare module BABYLON {
  67784. /** @hidden */
  67785. export class ShaderCodeTestNode extends ShaderCodeNode {
  67786. testExpression: ShaderDefineExpression;
  67787. isValid(preprocessors: {
  67788. [key: string]: string;
  67789. }): boolean;
  67790. }
  67791. }
  67792. declare module BABYLON {
  67793. /** @hidden */
  67794. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  67795. define: string;
  67796. not: boolean;
  67797. constructor(define: string, not?: boolean);
  67798. isTrue(preprocessors: {
  67799. [key: string]: string;
  67800. }): boolean;
  67801. }
  67802. }
  67803. declare module BABYLON {
  67804. /** @hidden */
  67805. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  67806. leftOperand: ShaderDefineExpression;
  67807. rightOperand: ShaderDefineExpression;
  67808. isTrue(preprocessors: {
  67809. [key: string]: string;
  67810. }): boolean;
  67811. }
  67812. }
  67813. declare module BABYLON {
  67814. /** @hidden */
  67815. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  67816. leftOperand: ShaderDefineExpression;
  67817. rightOperand: ShaderDefineExpression;
  67818. isTrue(preprocessors: {
  67819. [key: string]: string;
  67820. }): boolean;
  67821. }
  67822. }
  67823. declare module BABYLON {
  67824. /** @hidden */
  67825. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  67826. define: string;
  67827. operand: string;
  67828. testValue: string;
  67829. constructor(define: string, operand: string, testValue: string);
  67830. isTrue(preprocessors: {
  67831. [key: string]: string;
  67832. }): boolean;
  67833. }
  67834. }
  67835. declare module BABYLON {
  67836. /**
  67837. * @ignore
  67838. * Application error to support additional information when loading a file
  67839. */
  67840. export class LoadFileError extends Error {
  67841. /** defines the optional web request */
  67842. request?: WebRequest | undefined;
  67843. private static _setPrototypeOf;
  67844. /**
  67845. * Creates a new LoadFileError
  67846. * @param message defines the message of the error
  67847. * @param request defines the optional web request
  67848. */
  67849. constructor(message: string,
  67850. /** defines the optional web request */
  67851. request?: WebRequest | undefined);
  67852. }
  67853. }
  67854. declare module BABYLON {
  67855. /**
  67856. * Class used to enable access to offline support
  67857. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  67858. */
  67859. export interface IOfflineProvider {
  67860. /**
  67861. * Gets a boolean indicating if scene must be saved in the database
  67862. */
  67863. enableSceneOffline: boolean;
  67864. /**
  67865. * Gets a boolean indicating if textures must be saved in the database
  67866. */
  67867. enableTexturesOffline: boolean;
  67868. /**
  67869. * Open the offline support and make it available
  67870. * @param successCallback defines the callback to call on success
  67871. * @param errorCallback defines the callback to call on error
  67872. */
  67873. open(successCallback: () => void, errorCallback: () => void): void;
  67874. /**
  67875. * Loads an image from the offline support
  67876. * @param url defines the url to load from
  67877. * @param image defines the target DOM image
  67878. */
  67879. loadImage(url: string, image: HTMLImageElement): void;
  67880. /**
  67881. * Loads a file from offline support
  67882. * @param url defines the URL to load from
  67883. * @param sceneLoaded defines a callback to call on success
  67884. * @param progressCallBack defines a callback to call when progress changed
  67885. * @param errorCallback defines a callback to call on error
  67886. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  67887. */
  67888. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  67889. }
  67890. }
  67891. declare module BABYLON {
  67892. /**
  67893. * Class used to help managing file picking and drag'n'drop
  67894. * File Storage
  67895. */
  67896. export class FilesInputStore {
  67897. /**
  67898. * List of files ready to be loaded
  67899. */
  67900. static FilesToLoad: {
  67901. [key: string]: File;
  67902. };
  67903. }
  67904. }
  67905. declare module BABYLON {
  67906. /**
  67907. * Class used to define a retry strategy when error happens while loading assets
  67908. */
  67909. export class RetryStrategy {
  67910. /**
  67911. * Function used to defines an exponential back off strategy
  67912. * @param maxRetries defines the maximum number of retries (3 by default)
  67913. * @param baseInterval defines the interval between retries
  67914. * @returns the strategy function to use
  67915. */
  67916. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  67917. }
  67918. }
  67919. declare module BABYLON {
  67920. /**
  67921. * @hidden
  67922. */
  67923. export class FileTools {
  67924. /**
  67925. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  67926. */
  67927. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  67928. /**
  67929. * Gets or sets the base URL to use to load assets
  67930. */
  67931. static BaseUrl: string;
  67932. /**
  67933. * Default behaviour for cors in the application.
  67934. * It can be a string if the expected behavior is identical in the entire app.
  67935. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  67936. */
  67937. static CorsBehavior: string | ((url: string | string[]) => string);
  67938. /**
  67939. * Gets or sets a function used to pre-process url before using them to load assets
  67940. */
  67941. static PreprocessUrl: (url: string) => string;
  67942. /**
  67943. * Removes unwanted characters from an url
  67944. * @param url defines the url to clean
  67945. * @returns the cleaned url
  67946. */
  67947. private static _CleanUrl;
  67948. /**
  67949. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  67950. * @param url define the url we are trying
  67951. * @param element define the dom element where to configure the cors policy
  67952. */
  67953. static SetCorsBehavior(url: string | string[], element: {
  67954. crossOrigin: string | null;
  67955. }): void;
  67956. /**
  67957. * Loads an image as an HTMLImageElement.
  67958. * @param input url string, ArrayBuffer, or Blob to load
  67959. * @param onLoad callback called when the image successfully loads
  67960. * @param onError callback called when the image fails to load
  67961. * @param offlineProvider offline provider for caching
  67962. * @returns the HTMLImageElement of the loaded image
  67963. */
  67964. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  67965. /**
  67966. * Loads a file
  67967. * @param fileToLoad defines the file to load
  67968. * @param callback defines the callback to call when data is loaded
  67969. * @param progressCallBack defines the callback to call during loading process
  67970. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  67971. * @returns a file request object
  67972. */
  67973. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  67974. /**
  67975. * Loads a file
  67976. * @param url url string, ArrayBuffer, or Blob to load
  67977. * @param onSuccess callback called when the file successfully loads
  67978. * @param onProgress callback called while file is loading (if the server supports this mode)
  67979. * @param offlineProvider defines the offline provider for caching
  67980. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  67981. * @param onError callback called when the file fails to load
  67982. * @returns a file request object
  67983. */
  67984. 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;
  67985. /**
  67986. * Checks if the loaded document was accessed via `file:`-Protocol.
  67987. * @returns boolean
  67988. */
  67989. static IsFileURL(): boolean;
  67990. }
  67991. }
  67992. declare module BABYLON {
  67993. /** @hidden */
  67994. export class ShaderProcessor {
  67995. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  67996. private static _ProcessPrecision;
  67997. private static _ExtractOperation;
  67998. private static _BuildSubExpression;
  67999. private static _BuildExpression;
  68000. private static _MoveCursorWithinIf;
  68001. private static _MoveCursor;
  68002. private static _EvaluatePreProcessors;
  68003. private static _PreparePreProcessors;
  68004. private static _ProcessShaderConversion;
  68005. private static _ProcessIncludes;
  68006. }
  68007. }
  68008. declare module BABYLON {
  68009. /**
  68010. * Class used to hold a RBG color
  68011. */
  68012. export class Color3 {
  68013. /**
  68014. * Defines the red component (between 0 and 1, default is 0)
  68015. */
  68016. r: number;
  68017. /**
  68018. * Defines the green component (between 0 and 1, default is 0)
  68019. */
  68020. g: number;
  68021. /**
  68022. * Defines the blue component (between 0 and 1, default is 0)
  68023. */
  68024. b: number;
  68025. /**
  68026. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68027. * @param r defines the red component (between 0 and 1, default is 0)
  68028. * @param g defines the green component (between 0 and 1, default is 0)
  68029. * @param b defines the blue component (between 0 and 1, default is 0)
  68030. */
  68031. constructor(
  68032. /**
  68033. * Defines the red component (between 0 and 1, default is 0)
  68034. */
  68035. r?: number,
  68036. /**
  68037. * Defines the green component (between 0 and 1, default is 0)
  68038. */
  68039. g?: number,
  68040. /**
  68041. * Defines the blue component (between 0 and 1, default is 0)
  68042. */
  68043. b?: number);
  68044. /**
  68045. * Creates a string with the Color3 current values
  68046. * @returns the string representation of the Color3 object
  68047. */
  68048. toString(): string;
  68049. /**
  68050. * Returns the string "Color3"
  68051. * @returns "Color3"
  68052. */
  68053. getClassName(): string;
  68054. /**
  68055. * Compute the Color3 hash code
  68056. * @returns an unique number that can be used to hash Color3 objects
  68057. */
  68058. getHashCode(): number;
  68059. /**
  68060. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68061. * @param array defines the array where to store the r,g,b components
  68062. * @param index defines an optional index in the target array to define where to start storing values
  68063. * @returns the current Color3 object
  68064. */
  68065. toArray(array: FloatArray, index?: number): Color3;
  68066. /**
  68067. * Returns a new Color4 object from the current Color3 and the given alpha
  68068. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68069. * @returns a new Color4 object
  68070. */
  68071. toColor4(alpha?: number): Color4;
  68072. /**
  68073. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68074. * @returns the new array
  68075. */
  68076. asArray(): number[];
  68077. /**
  68078. * Returns the luminance value
  68079. * @returns a float value
  68080. */
  68081. toLuminance(): number;
  68082. /**
  68083. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68084. * @param otherColor defines the second operand
  68085. * @returns the new Color3 object
  68086. */
  68087. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68088. /**
  68089. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68090. * @param otherColor defines the second operand
  68091. * @param result defines the Color3 object where to store the result
  68092. * @returns the current Color3
  68093. */
  68094. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68095. /**
  68096. * Determines equality between Color3 objects
  68097. * @param otherColor defines the second operand
  68098. * @returns true if the rgb values are equal to the given ones
  68099. */
  68100. equals(otherColor: DeepImmutable<Color3>): boolean;
  68101. /**
  68102. * Determines equality between the current Color3 object and a set of r,b,g values
  68103. * @param r defines the red component to check
  68104. * @param g defines the green component to check
  68105. * @param b defines the blue component to check
  68106. * @returns true if the rgb values are equal to the given ones
  68107. */
  68108. equalsFloats(r: number, g: number, b: number): boolean;
  68109. /**
  68110. * Multiplies in place each rgb value by scale
  68111. * @param scale defines the scaling factor
  68112. * @returns the updated Color3
  68113. */
  68114. scale(scale: number): Color3;
  68115. /**
  68116. * Multiplies the rgb values by scale and stores the result into "result"
  68117. * @param scale defines the scaling factor
  68118. * @param result defines the Color3 object where to store the result
  68119. * @returns the unmodified current Color3
  68120. */
  68121. scaleToRef(scale: number, result: Color3): Color3;
  68122. /**
  68123. * Scale the current Color3 values by a factor and add the result to a given Color3
  68124. * @param scale defines the scale factor
  68125. * @param result defines color to store the result into
  68126. * @returns the unmodified current Color3
  68127. */
  68128. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68129. /**
  68130. * Clamps the rgb values by the min and max values and stores the result into "result"
  68131. * @param min defines minimum clamping value (default is 0)
  68132. * @param max defines maximum clamping value (default is 1)
  68133. * @param result defines color to store the result into
  68134. * @returns the original Color3
  68135. */
  68136. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68137. /**
  68138. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68139. * @param otherColor defines the second operand
  68140. * @returns the new Color3
  68141. */
  68142. add(otherColor: DeepImmutable<Color3>): Color3;
  68143. /**
  68144. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68145. * @param otherColor defines the second operand
  68146. * @param result defines Color3 object to store the result into
  68147. * @returns the unmodified current Color3
  68148. */
  68149. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68150. /**
  68151. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68152. * @param otherColor defines the second operand
  68153. * @returns the new Color3
  68154. */
  68155. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68156. /**
  68157. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68158. * @param otherColor defines the second operand
  68159. * @param result defines Color3 object to store the result into
  68160. * @returns the unmodified current Color3
  68161. */
  68162. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68163. /**
  68164. * Copy the current object
  68165. * @returns a new Color3 copied the current one
  68166. */
  68167. clone(): Color3;
  68168. /**
  68169. * Copies the rgb values from the source in the current Color3
  68170. * @param source defines the source Color3 object
  68171. * @returns the updated Color3 object
  68172. */
  68173. copyFrom(source: DeepImmutable<Color3>): Color3;
  68174. /**
  68175. * Updates the Color3 rgb values from the given floats
  68176. * @param r defines the red component to read from
  68177. * @param g defines the green component to read from
  68178. * @param b defines the blue component to read from
  68179. * @returns the current Color3 object
  68180. */
  68181. copyFromFloats(r: number, g: number, b: number): Color3;
  68182. /**
  68183. * Updates the Color3 rgb values from the given floats
  68184. * @param r defines the red component to read from
  68185. * @param g defines the green component to read from
  68186. * @param b defines the blue component to read from
  68187. * @returns the current Color3 object
  68188. */
  68189. set(r: number, g: number, b: number): Color3;
  68190. /**
  68191. * Compute the Color3 hexadecimal code as a string
  68192. * @returns a string containing the hexadecimal representation of the Color3 object
  68193. */
  68194. toHexString(): string;
  68195. /**
  68196. * Computes a new Color3 converted from the current one to linear space
  68197. * @returns a new Color3 object
  68198. */
  68199. toLinearSpace(): Color3;
  68200. /**
  68201. * Converts current color in rgb space to HSV values
  68202. * @returns a new color3 representing the HSV values
  68203. */
  68204. toHSV(): Color3;
  68205. /**
  68206. * Converts current color in rgb space to HSV values
  68207. * @param result defines the Color3 where to store the HSV values
  68208. */
  68209. toHSVToRef(result: Color3): void;
  68210. /**
  68211. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68212. * @param convertedColor defines the Color3 object where to store the linear space version
  68213. * @returns the unmodified Color3
  68214. */
  68215. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68216. /**
  68217. * Computes a new Color3 converted from the current one to gamma space
  68218. * @returns a new Color3 object
  68219. */
  68220. toGammaSpace(): Color3;
  68221. /**
  68222. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68223. * @param convertedColor defines the Color3 object where to store the gamma space version
  68224. * @returns the unmodified Color3
  68225. */
  68226. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68227. private static _BlackReadOnly;
  68228. /**
  68229. * Convert Hue, saturation and value to a Color3 (RGB)
  68230. * @param hue defines the hue
  68231. * @param saturation defines the saturation
  68232. * @param value defines the value
  68233. * @param result defines the Color3 where to store the RGB values
  68234. */
  68235. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68236. /**
  68237. * Creates a new Color3 from the string containing valid hexadecimal values
  68238. * @param hex defines a string containing valid hexadecimal values
  68239. * @returns a new Color3 object
  68240. */
  68241. static FromHexString(hex: string): Color3;
  68242. /**
  68243. * Creates a new Color3 from the starting index of the given array
  68244. * @param array defines the source array
  68245. * @param offset defines an offset in the source array
  68246. * @returns a new Color3 object
  68247. */
  68248. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68249. /**
  68250. * Creates a new Color3 from integer values (< 256)
  68251. * @param r defines the red component to read from (value between 0 and 255)
  68252. * @param g defines the green component to read from (value between 0 and 255)
  68253. * @param b defines the blue component to read from (value between 0 and 255)
  68254. * @returns a new Color3 object
  68255. */
  68256. static FromInts(r: number, g: number, b: number): Color3;
  68257. /**
  68258. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68259. * @param start defines the start Color3 value
  68260. * @param end defines the end Color3 value
  68261. * @param amount defines the gradient value between start and end
  68262. * @returns a new Color3 object
  68263. */
  68264. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68265. /**
  68266. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68267. * @param left defines the start value
  68268. * @param right defines the end value
  68269. * @param amount defines the gradient factor
  68270. * @param result defines the Color3 object where to store the result
  68271. */
  68272. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68273. /**
  68274. * Returns a Color3 value containing a red color
  68275. * @returns a new Color3 object
  68276. */
  68277. static Red(): Color3;
  68278. /**
  68279. * Returns a Color3 value containing a green color
  68280. * @returns a new Color3 object
  68281. */
  68282. static Green(): Color3;
  68283. /**
  68284. * Returns a Color3 value containing a blue color
  68285. * @returns a new Color3 object
  68286. */
  68287. static Blue(): Color3;
  68288. /**
  68289. * Returns a Color3 value containing a black color
  68290. * @returns a new Color3 object
  68291. */
  68292. static Black(): Color3;
  68293. /**
  68294. * Gets a Color3 value containing a black color that must not be updated
  68295. */
  68296. static readonly BlackReadOnly: DeepImmutable<Color3>;
  68297. /**
  68298. * Returns a Color3 value containing a white color
  68299. * @returns a new Color3 object
  68300. */
  68301. static White(): Color3;
  68302. /**
  68303. * Returns a Color3 value containing a purple color
  68304. * @returns a new Color3 object
  68305. */
  68306. static Purple(): Color3;
  68307. /**
  68308. * Returns a Color3 value containing a magenta color
  68309. * @returns a new Color3 object
  68310. */
  68311. static Magenta(): Color3;
  68312. /**
  68313. * Returns a Color3 value containing a yellow color
  68314. * @returns a new Color3 object
  68315. */
  68316. static Yellow(): Color3;
  68317. /**
  68318. * Returns a Color3 value containing a gray color
  68319. * @returns a new Color3 object
  68320. */
  68321. static Gray(): Color3;
  68322. /**
  68323. * Returns a Color3 value containing a teal color
  68324. * @returns a new Color3 object
  68325. */
  68326. static Teal(): Color3;
  68327. /**
  68328. * Returns a Color3 value containing a random color
  68329. * @returns a new Color3 object
  68330. */
  68331. static Random(): Color3;
  68332. }
  68333. /**
  68334. * Class used to hold a RBGA color
  68335. */
  68336. export class Color4 {
  68337. /**
  68338. * Defines the red component (between 0 and 1, default is 0)
  68339. */
  68340. r: number;
  68341. /**
  68342. * Defines the green component (between 0 and 1, default is 0)
  68343. */
  68344. g: number;
  68345. /**
  68346. * Defines the blue component (between 0 and 1, default is 0)
  68347. */
  68348. b: number;
  68349. /**
  68350. * Defines the alpha component (between 0 and 1, default is 1)
  68351. */
  68352. a: number;
  68353. /**
  68354. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  68355. * @param r defines the red component (between 0 and 1, default is 0)
  68356. * @param g defines the green component (between 0 and 1, default is 0)
  68357. * @param b defines the blue component (between 0 and 1, default is 0)
  68358. * @param a defines the alpha component (between 0 and 1, default is 1)
  68359. */
  68360. constructor(
  68361. /**
  68362. * Defines the red component (between 0 and 1, default is 0)
  68363. */
  68364. r?: number,
  68365. /**
  68366. * Defines the green component (between 0 and 1, default is 0)
  68367. */
  68368. g?: number,
  68369. /**
  68370. * Defines the blue component (between 0 and 1, default is 0)
  68371. */
  68372. b?: number,
  68373. /**
  68374. * Defines the alpha component (between 0 and 1, default is 1)
  68375. */
  68376. a?: number);
  68377. /**
  68378. * Adds in place the given Color4 values to the current Color4 object
  68379. * @param right defines the second operand
  68380. * @returns the current updated Color4 object
  68381. */
  68382. addInPlace(right: DeepImmutable<Color4>): Color4;
  68383. /**
  68384. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  68385. * @returns the new array
  68386. */
  68387. asArray(): number[];
  68388. /**
  68389. * Stores from the starting index in the given array the Color4 successive values
  68390. * @param array defines the array where to store the r,g,b components
  68391. * @param index defines an optional index in the target array to define where to start storing values
  68392. * @returns the current Color4 object
  68393. */
  68394. toArray(array: number[], index?: number): Color4;
  68395. /**
  68396. * Determines equality between Color4 objects
  68397. * @param otherColor defines the second operand
  68398. * @returns true if the rgba values are equal to the given ones
  68399. */
  68400. equals(otherColor: DeepImmutable<Color4>): boolean;
  68401. /**
  68402. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  68403. * @param right defines the second operand
  68404. * @returns a new Color4 object
  68405. */
  68406. add(right: DeepImmutable<Color4>): Color4;
  68407. /**
  68408. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  68409. * @param right defines the second operand
  68410. * @returns a new Color4 object
  68411. */
  68412. subtract(right: DeepImmutable<Color4>): Color4;
  68413. /**
  68414. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  68415. * @param right defines the second operand
  68416. * @param result defines the Color4 object where to store the result
  68417. * @returns the current Color4 object
  68418. */
  68419. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  68420. /**
  68421. * Creates a new Color4 with the current Color4 values multiplied by scale
  68422. * @param scale defines the scaling factor to apply
  68423. * @returns a new Color4 object
  68424. */
  68425. scale(scale: number): Color4;
  68426. /**
  68427. * Multiplies the current Color4 values by scale and stores the result in "result"
  68428. * @param scale defines the scaling factor to apply
  68429. * @param result defines the Color4 object where to store the result
  68430. * @returns the current unmodified Color4
  68431. */
  68432. scaleToRef(scale: number, result: Color4): Color4;
  68433. /**
  68434. * Scale the current Color4 values by a factor and add the result to a given Color4
  68435. * @param scale defines the scale factor
  68436. * @param result defines the Color4 object where to store the result
  68437. * @returns the unmodified current Color4
  68438. */
  68439. scaleAndAddToRef(scale: number, result: Color4): Color4;
  68440. /**
  68441. * Clamps the rgb values by the min and max values and stores the result into "result"
  68442. * @param min defines minimum clamping value (default is 0)
  68443. * @param max defines maximum clamping value (default is 1)
  68444. * @param result defines color to store the result into.
  68445. * @returns the cuurent Color4
  68446. */
  68447. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  68448. /**
  68449. * Multipy an Color4 value by another and return a new Color4 object
  68450. * @param color defines the Color4 value to multiply by
  68451. * @returns a new Color4 object
  68452. */
  68453. multiply(color: Color4): Color4;
  68454. /**
  68455. * Multipy a Color4 value by another and push the result in a reference value
  68456. * @param color defines the Color4 value to multiply by
  68457. * @param result defines the Color4 to fill the result in
  68458. * @returns the result Color4
  68459. */
  68460. multiplyToRef(color: Color4, result: Color4): Color4;
  68461. /**
  68462. * Creates a string with the Color4 current values
  68463. * @returns the string representation of the Color4 object
  68464. */
  68465. toString(): string;
  68466. /**
  68467. * Returns the string "Color4"
  68468. * @returns "Color4"
  68469. */
  68470. getClassName(): string;
  68471. /**
  68472. * Compute the Color4 hash code
  68473. * @returns an unique number that can be used to hash Color4 objects
  68474. */
  68475. getHashCode(): number;
  68476. /**
  68477. * Creates a new Color4 copied from the current one
  68478. * @returns a new Color4 object
  68479. */
  68480. clone(): Color4;
  68481. /**
  68482. * Copies the given Color4 values into the current one
  68483. * @param source defines the source Color4 object
  68484. * @returns the current updated Color4 object
  68485. */
  68486. copyFrom(source: Color4): Color4;
  68487. /**
  68488. * Copies the given float values into the current one
  68489. * @param r defines the red component to read from
  68490. * @param g defines the green component to read from
  68491. * @param b defines the blue component to read from
  68492. * @param a defines the alpha component to read from
  68493. * @returns the current updated Color4 object
  68494. */
  68495. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  68496. /**
  68497. * Copies the given float values into the current one
  68498. * @param r defines the red component to read from
  68499. * @param g defines the green component to read from
  68500. * @param b defines the blue component to read from
  68501. * @param a defines the alpha component to read from
  68502. * @returns the current updated Color4 object
  68503. */
  68504. set(r: number, g: number, b: number, a: number): Color4;
  68505. /**
  68506. * Compute the Color4 hexadecimal code as a string
  68507. * @returns a string containing the hexadecimal representation of the Color4 object
  68508. */
  68509. toHexString(): string;
  68510. /**
  68511. * Computes a new Color4 converted from the current one to linear space
  68512. * @returns a new Color4 object
  68513. */
  68514. toLinearSpace(): Color4;
  68515. /**
  68516. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  68517. * @param convertedColor defines the Color4 object where to store the linear space version
  68518. * @returns the unmodified Color4
  68519. */
  68520. toLinearSpaceToRef(convertedColor: Color4): Color4;
  68521. /**
  68522. * Computes a new Color4 converted from the current one to gamma space
  68523. * @returns a new Color4 object
  68524. */
  68525. toGammaSpace(): Color4;
  68526. /**
  68527. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  68528. * @param convertedColor defines the Color4 object where to store the gamma space version
  68529. * @returns the unmodified Color4
  68530. */
  68531. toGammaSpaceToRef(convertedColor: Color4): Color4;
  68532. /**
  68533. * Creates a new Color4 from the string containing valid hexadecimal values
  68534. * @param hex defines a string containing valid hexadecimal values
  68535. * @returns a new Color4 object
  68536. */
  68537. static FromHexString(hex: string): Color4;
  68538. /**
  68539. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68540. * @param left defines the start value
  68541. * @param right defines the end value
  68542. * @param amount defines the gradient factor
  68543. * @returns a new Color4 object
  68544. */
  68545. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  68546. /**
  68547. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68548. * @param left defines the start value
  68549. * @param right defines the end value
  68550. * @param amount defines the gradient factor
  68551. * @param result defines the Color4 object where to store data
  68552. */
  68553. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  68554. /**
  68555. * Creates a new Color4 from a Color3 and an alpha value
  68556. * @param color3 defines the source Color3 to read from
  68557. * @param alpha defines the alpha component (1.0 by default)
  68558. * @returns a new Color4 object
  68559. */
  68560. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  68561. /**
  68562. * Creates a new Color4 from the starting index element of the given array
  68563. * @param array defines the source array to read from
  68564. * @param offset defines the offset in the source array
  68565. * @returns a new Color4 object
  68566. */
  68567. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  68568. /**
  68569. * Creates a new Color3 from integer values (< 256)
  68570. * @param r defines the red component to read from (value between 0 and 255)
  68571. * @param g defines the green component to read from (value between 0 and 255)
  68572. * @param b defines the blue component to read from (value between 0 and 255)
  68573. * @param a defines the alpha component to read from (value between 0 and 255)
  68574. * @returns a new Color3 object
  68575. */
  68576. static FromInts(r: number, g: number, b: number, a: number): Color4;
  68577. /**
  68578. * Check the content of a given array and convert it to an array containing RGBA data
  68579. * If the original array was already containing count * 4 values then it is returned directly
  68580. * @param colors defines the array to check
  68581. * @param count defines the number of RGBA data to expect
  68582. * @returns an array containing count * 4 values (RGBA)
  68583. */
  68584. static CheckColors4(colors: number[], count: number): number[];
  68585. }
  68586. /**
  68587. * @hidden
  68588. */
  68589. export class TmpColors {
  68590. static Color3: Color3[];
  68591. static Color4: Color4[];
  68592. }
  68593. }
  68594. declare module BABYLON {
  68595. /**
  68596. * Class representing spherical harmonics coefficients to the 3rd degree
  68597. */
  68598. export class SphericalHarmonics {
  68599. /**
  68600. * Defines whether or not the harmonics have been prescaled for rendering.
  68601. */
  68602. preScaled: boolean;
  68603. /**
  68604. * The l0,0 coefficients of the spherical harmonics
  68605. */
  68606. l00: Vector3;
  68607. /**
  68608. * The l1,-1 coefficients of the spherical harmonics
  68609. */
  68610. l1_1: Vector3;
  68611. /**
  68612. * The l1,0 coefficients of the spherical harmonics
  68613. */
  68614. l10: Vector3;
  68615. /**
  68616. * The l1,1 coefficients of the spherical harmonics
  68617. */
  68618. l11: Vector3;
  68619. /**
  68620. * The l2,-2 coefficients of the spherical harmonics
  68621. */
  68622. l2_2: Vector3;
  68623. /**
  68624. * The l2,-1 coefficients of the spherical harmonics
  68625. */
  68626. l2_1: Vector3;
  68627. /**
  68628. * The l2,0 coefficients of the spherical harmonics
  68629. */
  68630. l20: Vector3;
  68631. /**
  68632. * The l2,1 coefficients of the spherical harmonics
  68633. */
  68634. l21: Vector3;
  68635. /**
  68636. * The l2,2 coefficients of the spherical harmonics
  68637. */
  68638. l22: Vector3;
  68639. /**
  68640. * Adds a light to the spherical harmonics
  68641. * @param direction the direction of the light
  68642. * @param color the color of the light
  68643. * @param deltaSolidAngle the delta solid angle of the light
  68644. */
  68645. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  68646. /**
  68647. * Scales the spherical harmonics by the given amount
  68648. * @param scale the amount to scale
  68649. */
  68650. scaleInPlace(scale: number): void;
  68651. /**
  68652. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  68653. *
  68654. * ```
  68655. * E_lm = A_l * L_lm
  68656. * ```
  68657. *
  68658. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  68659. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  68660. * the scaling factors are given in equation 9.
  68661. */
  68662. convertIncidentRadianceToIrradiance(): void;
  68663. /**
  68664. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  68665. *
  68666. * ```
  68667. * L = (1/pi) * E * rho
  68668. * ```
  68669. *
  68670. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  68671. */
  68672. convertIrradianceToLambertianRadiance(): void;
  68673. /**
  68674. * Integrates the reconstruction coefficients directly in to the SH preventing further
  68675. * required operations at run time.
  68676. *
  68677. * This is simply done by scaling back the SH with Ylm constants parameter.
  68678. * The trigonometric part being applied by the shader at run time.
  68679. */
  68680. preScaleForRendering(): void;
  68681. /**
  68682. * Constructs a spherical harmonics from an array.
  68683. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  68684. * @returns the spherical harmonics
  68685. */
  68686. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  68687. /**
  68688. * Gets the spherical harmonics from polynomial
  68689. * @param polynomial the spherical polynomial
  68690. * @returns the spherical harmonics
  68691. */
  68692. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  68693. }
  68694. /**
  68695. * Class representing spherical polynomial coefficients to the 3rd degree
  68696. */
  68697. export class SphericalPolynomial {
  68698. private _harmonics;
  68699. /**
  68700. * The spherical harmonics used to create the polynomials.
  68701. */
  68702. readonly preScaledHarmonics: SphericalHarmonics;
  68703. /**
  68704. * The x coefficients of the spherical polynomial
  68705. */
  68706. x: Vector3;
  68707. /**
  68708. * The y coefficients of the spherical polynomial
  68709. */
  68710. y: Vector3;
  68711. /**
  68712. * The z coefficients of the spherical polynomial
  68713. */
  68714. z: Vector3;
  68715. /**
  68716. * The xx coefficients of the spherical polynomial
  68717. */
  68718. xx: Vector3;
  68719. /**
  68720. * The yy coefficients of the spherical polynomial
  68721. */
  68722. yy: Vector3;
  68723. /**
  68724. * The zz coefficients of the spherical polynomial
  68725. */
  68726. zz: Vector3;
  68727. /**
  68728. * The xy coefficients of the spherical polynomial
  68729. */
  68730. xy: Vector3;
  68731. /**
  68732. * The yz coefficients of the spherical polynomial
  68733. */
  68734. yz: Vector3;
  68735. /**
  68736. * The zx coefficients of the spherical polynomial
  68737. */
  68738. zx: Vector3;
  68739. /**
  68740. * Adds an ambient color to the spherical polynomial
  68741. * @param color the color to add
  68742. */
  68743. addAmbient(color: Color3): void;
  68744. /**
  68745. * Scales the spherical polynomial by the given amount
  68746. * @param scale the amount to scale
  68747. */
  68748. scaleInPlace(scale: number): void;
  68749. /**
  68750. * Gets the spherical polynomial from harmonics
  68751. * @param harmonics the spherical harmonics
  68752. * @returns the spherical polynomial
  68753. */
  68754. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  68755. /**
  68756. * Constructs a spherical polynomial from an array.
  68757. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  68758. * @returns the spherical polynomial
  68759. */
  68760. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  68761. }
  68762. }
  68763. declare module BABYLON {
  68764. /**
  68765. * Define options used to create a render target texture
  68766. */
  68767. export class RenderTargetCreationOptions {
  68768. /**
  68769. * Specifies is mipmaps must be generated
  68770. */
  68771. generateMipMaps?: boolean;
  68772. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68773. generateDepthBuffer?: boolean;
  68774. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68775. generateStencilBuffer?: boolean;
  68776. /** Defines texture type (int by default) */
  68777. type?: number;
  68778. /** Defines sampling mode (trilinear by default) */
  68779. samplingMode?: number;
  68780. /** Defines format (RGBA by default) */
  68781. format?: number;
  68782. }
  68783. }
  68784. declare module BABYLON {
  68785. /**
  68786. * @hidden
  68787. **/
  68788. export class _AlphaState {
  68789. private _isAlphaBlendDirty;
  68790. private _isBlendFunctionParametersDirty;
  68791. private _isBlendEquationParametersDirty;
  68792. private _isBlendConstantsDirty;
  68793. private _alphaBlend;
  68794. private _blendFunctionParameters;
  68795. private _blendEquationParameters;
  68796. private _blendConstants;
  68797. /**
  68798. * Initializes the state.
  68799. */
  68800. constructor();
  68801. readonly isDirty: boolean;
  68802. alphaBlend: boolean;
  68803. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  68804. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  68805. setAlphaEquationParameters(rgb: number, alpha: number): void;
  68806. reset(): void;
  68807. apply(gl: WebGLRenderingContext): void;
  68808. }
  68809. }
  68810. declare module BABYLON {
  68811. /**
  68812. * @hidden
  68813. **/
  68814. export class _DepthCullingState {
  68815. private _isDepthTestDirty;
  68816. private _isDepthMaskDirty;
  68817. private _isDepthFuncDirty;
  68818. private _isCullFaceDirty;
  68819. private _isCullDirty;
  68820. private _isZOffsetDirty;
  68821. private _isFrontFaceDirty;
  68822. private _depthTest;
  68823. private _depthMask;
  68824. private _depthFunc;
  68825. private _cull;
  68826. private _cullFace;
  68827. private _zOffset;
  68828. private _frontFace;
  68829. /**
  68830. * Initializes the state.
  68831. */
  68832. constructor();
  68833. readonly isDirty: boolean;
  68834. zOffset: number;
  68835. cullFace: Nullable<number>;
  68836. cull: Nullable<boolean>;
  68837. depthFunc: Nullable<number>;
  68838. depthMask: boolean;
  68839. depthTest: boolean;
  68840. frontFace: Nullable<number>;
  68841. reset(): void;
  68842. apply(gl: WebGLRenderingContext): void;
  68843. }
  68844. }
  68845. declare module BABYLON {
  68846. /**
  68847. * @hidden
  68848. **/
  68849. export class _StencilState {
  68850. /** 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 */
  68851. static readonly ALWAYS: number;
  68852. /** Passed to stencilOperation to specify that stencil value must be kept */
  68853. static readonly KEEP: number;
  68854. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68855. static readonly REPLACE: number;
  68856. private _isStencilTestDirty;
  68857. private _isStencilMaskDirty;
  68858. private _isStencilFuncDirty;
  68859. private _isStencilOpDirty;
  68860. private _stencilTest;
  68861. private _stencilMask;
  68862. private _stencilFunc;
  68863. private _stencilFuncRef;
  68864. private _stencilFuncMask;
  68865. private _stencilOpStencilFail;
  68866. private _stencilOpDepthFail;
  68867. private _stencilOpStencilDepthPass;
  68868. readonly isDirty: boolean;
  68869. stencilFunc: number;
  68870. stencilFuncRef: number;
  68871. stencilFuncMask: number;
  68872. stencilOpStencilFail: number;
  68873. stencilOpDepthFail: number;
  68874. stencilOpStencilDepthPass: number;
  68875. stencilMask: number;
  68876. stencilTest: boolean;
  68877. constructor();
  68878. reset(): void;
  68879. apply(gl: WebGLRenderingContext): void;
  68880. }
  68881. }
  68882. declare module BABYLON {
  68883. /**
  68884. * @hidden
  68885. **/
  68886. export class _TimeToken {
  68887. _startTimeQuery: Nullable<WebGLQuery>;
  68888. _endTimeQuery: Nullable<WebGLQuery>;
  68889. _timeElapsedQuery: Nullable<WebGLQuery>;
  68890. _timeElapsedQueryEnded: boolean;
  68891. }
  68892. }
  68893. declare module BABYLON {
  68894. /**
  68895. * Class used to evalaute queries containing `and` and `or` operators
  68896. */
  68897. export class AndOrNotEvaluator {
  68898. /**
  68899. * Evaluate a query
  68900. * @param query defines the query to evaluate
  68901. * @param evaluateCallback defines the callback used to filter result
  68902. * @returns true if the query matches
  68903. */
  68904. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  68905. private static _HandleParenthesisContent;
  68906. private static _SimplifyNegation;
  68907. }
  68908. }
  68909. declare module BABYLON {
  68910. /**
  68911. * Class used to store custom tags
  68912. */
  68913. export class Tags {
  68914. /**
  68915. * Adds support for tags on the given object
  68916. * @param obj defines the object to use
  68917. */
  68918. static EnableFor(obj: any): void;
  68919. /**
  68920. * Removes tags support
  68921. * @param obj defines the object to use
  68922. */
  68923. static DisableFor(obj: any): void;
  68924. /**
  68925. * Gets a boolean indicating if the given object has tags
  68926. * @param obj defines the object to use
  68927. * @returns a boolean
  68928. */
  68929. static HasTags(obj: any): boolean;
  68930. /**
  68931. * Gets the tags available on a given object
  68932. * @param obj defines the object to use
  68933. * @param asString defines if the tags must be returned as a string instead of an array of strings
  68934. * @returns the tags
  68935. */
  68936. static GetTags(obj: any, asString?: boolean): any;
  68937. /**
  68938. * Adds tags to an object
  68939. * @param obj defines the object to use
  68940. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  68941. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  68942. */
  68943. static AddTagsTo(obj: any, tagsString: string): void;
  68944. /**
  68945. * @hidden
  68946. */
  68947. static _AddTagTo(obj: any, tag: string): void;
  68948. /**
  68949. * Removes specific tags from a specific object
  68950. * @param obj defines the object to use
  68951. * @param tagsString defines the tags to remove
  68952. */
  68953. static RemoveTagsFrom(obj: any, tagsString: string): void;
  68954. /**
  68955. * @hidden
  68956. */
  68957. static _RemoveTagFrom(obj: any, tag: string): void;
  68958. /**
  68959. * Defines if tags hosted on an object match a given query
  68960. * @param obj defines the object to use
  68961. * @param tagsQuery defines the tag query
  68962. * @returns a boolean
  68963. */
  68964. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  68965. }
  68966. }
  68967. declare module BABYLON {
  68968. /**
  68969. * Defines potential orientation for back face culling
  68970. */
  68971. export enum Orientation {
  68972. /**
  68973. * Clockwise
  68974. */
  68975. CW = 0,
  68976. /** Counter clockwise */
  68977. CCW = 1
  68978. }
  68979. /** Class used to represent a Bezier curve */
  68980. export class BezierCurve {
  68981. /**
  68982. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  68983. * @param t defines the time
  68984. * @param x1 defines the left coordinate on X axis
  68985. * @param y1 defines the left coordinate on Y axis
  68986. * @param x2 defines the right coordinate on X axis
  68987. * @param y2 defines the right coordinate on Y axis
  68988. * @returns the interpolated value
  68989. */
  68990. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  68991. }
  68992. /**
  68993. * Defines angle representation
  68994. */
  68995. export class Angle {
  68996. private _radians;
  68997. /**
  68998. * Creates an Angle object of "radians" radians (float).
  68999. * @param radians the angle in radians
  69000. */
  69001. constructor(radians: number);
  69002. /**
  69003. * Get value in degrees
  69004. * @returns the Angle value in degrees (float)
  69005. */
  69006. degrees(): number;
  69007. /**
  69008. * Get value in radians
  69009. * @returns the Angle value in radians (float)
  69010. */
  69011. radians(): number;
  69012. /**
  69013. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69014. * @param a defines first vector
  69015. * @param b defines second vector
  69016. * @returns a new Angle
  69017. */
  69018. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69019. /**
  69020. * Gets a new Angle object from the given float in radians
  69021. * @param radians defines the angle value in radians
  69022. * @returns a new Angle
  69023. */
  69024. static FromRadians(radians: number): Angle;
  69025. /**
  69026. * Gets a new Angle object from the given float in degrees
  69027. * @param degrees defines the angle value in degrees
  69028. * @returns a new Angle
  69029. */
  69030. static FromDegrees(degrees: number): Angle;
  69031. }
  69032. /**
  69033. * This represents an arc in a 2d space.
  69034. */
  69035. export class Arc2 {
  69036. /** Defines the start point of the arc */
  69037. startPoint: Vector2;
  69038. /** Defines the mid point of the arc */
  69039. midPoint: Vector2;
  69040. /** Defines the end point of the arc */
  69041. endPoint: Vector2;
  69042. /**
  69043. * Defines the center point of the arc.
  69044. */
  69045. centerPoint: Vector2;
  69046. /**
  69047. * Defines the radius of the arc.
  69048. */
  69049. radius: number;
  69050. /**
  69051. * Defines the angle of the arc (from mid point to end point).
  69052. */
  69053. angle: Angle;
  69054. /**
  69055. * Defines the start angle of the arc (from start point to middle point).
  69056. */
  69057. startAngle: Angle;
  69058. /**
  69059. * Defines the orientation of the arc (clock wise/counter clock wise).
  69060. */
  69061. orientation: Orientation;
  69062. /**
  69063. * Creates an Arc object from the three given points : start, middle and end.
  69064. * @param startPoint Defines the start point of the arc
  69065. * @param midPoint Defines the midlle point of the arc
  69066. * @param endPoint Defines the end point of the arc
  69067. */
  69068. constructor(
  69069. /** Defines the start point of the arc */
  69070. startPoint: Vector2,
  69071. /** Defines the mid point of the arc */
  69072. midPoint: Vector2,
  69073. /** Defines the end point of the arc */
  69074. endPoint: Vector2);
  69075. }
  69076. /**
  69077. * Represents a 2D path made up of multiple 2D points
  69078. */
  69079. export class Path2 {
  69080. private _points;
  69081. private _length;
  69082. /**
  69083. * If the path start and end point are the same
  69084. */
  69085. closed: boolean;
  69086. /**
  69087. * Creates a Path2 object from the starting 2D coordinates x and y.
  69088. * @param x the starting points x value
  69089. * @param y the starting points y value
  69090. */
  69091. constructor(x: number, y: number);
  69092. /**
  69093. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69094. * @param x the added points x value
  69095. * @param y the added points y value
  69096. * @returns the updated Path2.
  69097. */
  69098. addLineTo(x: number, y: number): Path2;
  69099. /**
  69100. * 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.
  69101. * @param midX middle point x value
  69102. * @param midY middle point y value
  69103. * @param endX end point x value
  69104. * @param endY end point y value
  69105. * @param numberOfSegments (default: 36)
  69106. * @returns the updated Path2.
  69107. */
  69108. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69109. /**
  69110. * Closes the Path2.
  69111. * @returns the Path2.
  69112. */
  69113. close(): Path2;
  69114. /**
  69115. * Gets the sum of the distance between each sequential point in the path
  69116. * @returns the Path2 total length (float).
  69117. */
  69118. length(): number;
  69119. /**
  69120. * Gets the points which construct the path
  69121. * @returns the Path2 internal array of points.
  69122. */
  69123. getPoints(): Vector2[];
  69124. /**
  69125. * Retreives the point at the distance aways from the starting point
  69126. * @param normalizedLengthPosition the length along the path to retreive the point from
  69127. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69128. */
  69129. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69130. /**
  69131. * Creates a new path starting from an x and y position
  69132. * @param x starting x value
  69133. * @param y starting y value
  69134. * @returns a new Path2 starting at the coordinates (x, y).
  69135. */
  69136. static StartingAt(x: number, y: number): Path2;
  69137. }
  69138. /**
  69139. * Represents a 3D path made up of multiple 3D points
  69140. */
  69141. export class Path3D {
  69142. /**
  69143. * an array of Vector3, the curve axis of the Path3D
  69144. */
  69145. path: Vector3[];
  69146. private _curve;
  69147. private _distances;
  69148. private _tangents;
  69149. private _normals;
  69150. private _binormals;
  69151. private _raw;
  69152. /**
  69153. * new Path3D(path, normal, raw)
  69154. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69155. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69156. * @param path an array of Vector3, the curve axis of the Path3D
  69157. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69158. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69159. */
  69160. constructor(
  69161. /**
  69162. * an array of Vector3, the curve axis of the Path3D
  69163. */
  69164. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69165. /**
  69166. * Returns the Path3D array of successive Vector3 designing its curve.
  69167. * @returns the Path3D array of successive Vector3 designing its curve.
  69168. */
  69169. getCurve(): Vector3[];
  69170. /**
  69171. * Returns an array populated with tangent vectors on each Path3D curve point.
  69172. * @returns an array populated with tangent vectors on each Path3D curve point.
  69173. */
  69174. getTangents(): Vector3[];
  69175. /**
  69176. * Returns an array populated with normal vectors on each Path3D curve point.
  69177. * @returns an array populated with normal vectors on each Path3D curve point.
  69178. */
  69179. getNormals(): Vector3[];
  69180. /**
  69181. * Returns an array populated with binormal vectors on each Path3D curve point.
  69182. * @returns an array populated with binormal vectors on each Path3D curve point.
  69183. */
  69184. getBinormals(): Vector3[];
  69185. /**
  69186. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69187. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69188. */
  69189. getDistances(): number[];
  69190. /**
  69191. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69192. * @param path path which all values are copied into the curves points
  69193. * @param firstNormal which should be projected onto the curve
  69194. * @returns the same object updated.
  69195. */
  69196. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69197. private _compute;
  69198. private _getFirstNonNullVector;
  69199. private _getLastNonNullVector;
  69200. private _normalVector;
  69201. }
  69202. /**
  69203. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69204. * A Curve3 is designed from a series of successive Vector3.
  69205. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69206. */
  69207. export class Curve3 {
  69208. private _points;
  69209. private _length;
  69210. /**
  69211. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69212. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69213. * @param v1 (Vector3) the control point
  69214. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69215. * @param nbPoints (integer) the wanted number of points in the curve
  69216. * @returns the created Curve3
  69217. */
  69218. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69219. /**
  69220. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69221. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69222. * @param v1 (Vector3) the first control point
  69223. * @param v2 (Vector3) the second control point
  69224. * @param v3 (Vector3) the end point of the Cubic Bezier
  69225. * @param nbPoints (integer) the wanted number of points in the curve
  69226. * @returns the created Curve3
  69227. */
  69228. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69229. /**
  69230. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69231. * @param p1 (Vector3) the origin point of the Hermite Spline
  69232. * @param t1 (Vector3) the tangent vector at the origin point
  69233. * @param p2 (Vector3) the end point of the Hermite Spline
  69234. * @param t2 (Vector3) the tangent vector at the end point
  69235. * @param nbPoints (integer) the wanted number of points in the curve
  69236. * @returns the created Curve3
  69237. */
  69238. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69239. /**
  69240. * Returns a Curve3 object along a CatmullRom Spline curve :
  69241. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69242. * @param nbPoints (integer) the wanted number of points between each curve control points
  69243. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69244. * @returns the created Curve3
  69245. */
  69246. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69247. /**
  69248. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69249. * A Curve3 is designed from a series of successive Vector3.
  69250. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69251. * @param points points which make up the curve
  69252. */
  69253. constructor(points: Vector3[]);
  69254. /**
  69255. * @returns the Curve3 stored array of successive Vector3
  69256. */
  69257. getPoints(): Vector3[];
  69258. /**
  69259. * @returns the computed length (float) of the curve.
  69260. */
  69261. length(): number;
  69262. /**
  69263. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69264. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69265. * curveA and curveB keep unchanged.
  69266. * @param curve the curve to continue from this curve
  69267. * @returns the newly constructed curve
  69268. */
  69269. continue(curve: DeepImmutable<Curve3>): Curve3;
  69270. private _computeLength;
  69271. }
  69272. }
  69273. declare module BABYLON {
  69274. /**
  69275. * This represents the main contract an easing function should follow.
  69276. * Easing functions are used throughout the animation system.
  69277. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69278. */
  69279. export interface IEasingFunction {
  69280. /**
  69281. * Given an input gradient between 0 and 1, this returns the corrseponding value
  69282. * of the easing function.
  69283. * The link below provides some of the most common examples of easing functions.
  69284. * @see https://easings.net/
  69285. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69286. * @returns the corresponding value on the curve defined by the easing function
  69287. */
  69288. ease(gradient: number): number;
  69289. }
  69290. /**
  69291. * Base class used for every default easing function.
  69292. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69293. */
  69294. export class EasingFunction implements IEasingFunction {
  69295. /**
  69296. * Interpolation follows the mathematical formula associated with the easing function.
  69297. */
  69298. static readonly EASINGMODE_EASEIN: number;
  69299. /**
  69300. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  69301. */
  69302. static readonly EASINGMODE_EASEOUT: number;
  69303. /**
  69304. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  69305. */
  69306. static readonly EASINGMODE_EASEINOUT: number;
  69307. private _easingMode;
  69308. /**
  69309. * Sets the easing mode of the current function.
  69310. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  69311. */
  69312. setEasingMode(easingMode: number): void;
  69313. /**
  69314. * Gets the current easing mode.
  69315. * @returns the easing mode
  69316. */
  69317. getEasingMode(): number;
  69318. /**
  69319. * @hidden
  69320. */
  69321. easeInCore(gradient: number): number;
  69322. /**
  69323. * Given an input gradient between 0 and 1, this returns the corresponding value
  69324. * of the easing function.
  69325. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69326. * @returns the corresponding value on the curve defined by the easing function
  69327. */
  69328. ease(gradient: number): number;
  69329. }
  69330. /**
  69331. * Easing function with a circle shape (see link below).
  69332. * @see https://easings.net/#easeInCirc
  69333. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69334. */
  69335. export class CircleEase extends EasingFunction implements IEasingFunction {
  69336. /** @hidden */
  69337. easeInCore(gradient: number): number;
  69338. }
  69339. /**
  69340. * Easing function with a ease back shape (see link below).
  69341. * @see https://easings.net/#easeInBack
  69342. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69343. */
  69344. export class BackEase extends EasingFunction implements IEasingFunction {
  69345. /** Defines the amplitude of the function */
  69346. amplitude: number;
  69347. /**
  69348. * Instantiates a back ease easing
  69349. * @see https://easings.net/#easeInBack
  69350. * @param amplitude Defines the amplitude of the function
  69351. */
  69352. constructor(
  69353. /** Defines the amplitude of the function */
  69354. amplitude?: number);
  69355. /** @hidden */
  69356. easeInCore(gradient: number): number;
  69357. }
  69358. /**
  69359. * Easing function with a bouncing shape (see link below).
  69360. * @see https://easings.net/#easeInBounce
  69361. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69362. */
  69363. export class BounceEase extends EasingFunction implements IEasingFunction {
  69364. /** Defines the number of bounces */
  69365. bounces: number;
  69366. /** Defines the amplitude of the bounce */
  69367. bounciness: number;
  69368. /**
  69369. * Instantiates a bounce easing
  69370. * @see https://easings.net/#easeInBounce
  69371. * @param bounces Defines the number of bounces
  69372. * @param bounciness Defines the amplitude of the bounce
  69373. */
  69374. constructor(
  69375. /** Defines the number of bounces */
  69376. bounces?: number,
  69377. /** Defines the amplitude of the bounce */
  69378. bounciness?: number);
  69379. /** @hidden */
  69380. easeInCore(gradient: number): number;
  69381. }
  69382. /**
  69383. * Easing function with a power of 3 shape (see link below).
  69384. * @see https://easings.net/#easeInCubic
  69385. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69386. */
  69387. export class CubicEase extends EasingFunction implements IEasingFunction {
  69388. /** @hidden */
  69389. easeInCore(gradient: number): number;
  69390. }
  69391. /**
  69392. * Easing function with an elastic shape (see link below).
  69393. * @see https://easings.net/#easeInElastic
  69394. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69395. */
  69396. export class ElasticEase extends EasingFunction implements IEasingFunction {
  69397. /** Defines the number of oscillations*/
  69398. oscillations: number;
  69399. /** Defines the amplitude of the oscillations*/
  69400. springiness: number;
  69401. /**
  69402. * Instantiates an elastic easing function
  69403. * @see https://easings.net/#easeInElastic
  69404. * @param oscillations Defines the number of oscillations
  69405. * @param springiness Defines the amplitude of the oscillations
  69406. */
  69407. constructor(
  69408. /** Defines the number of oscillations*/
  69409. oscillations?: number,
  69410. /** Defines the amplitude of the oscillations*/
  69411. springiness?: number);
  69412. /** @hidden */
  69413. easeInCore(gradient: number): number;
  69414. }
  69415. /**
  69416. * Easing function with an exponential shape (see link below).
  69417. * @see https://easings.net/#easeInExpo
  69418. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69419. */
  69420. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  69421. /** Defines the exponent of the function */
  69422. exponent: number;
  69423. /**
  69424. * Instantiates an exponential easing function
  69425. * @see https://easings.net/#easeInExpo
  69426. * @param exponent Defines the exponent of the function
  69427. */
  69428. constructor(
  69429. /** Defines the exponent of the function */
  69430. exponent?: number);
  69431. /** @hidden */
  69432. easeInCore(gradient: number): number;
  69433. }
  69434. /**
  69435. * Easing function with a power shape (see link below).
  69436. * @see https://easings.net/#easeInQuad
  69437. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69438. */
  69439. export class PowerEase extends EasingFunction implements IEasingFunction {
  69440. /** Defines the power of the function */
  69441. power: number;
  69442. /**
  69443. * Instantiates an power base easing function
  69444. * @see https://easings.net/#easeInQuad
  69445. * @param power Defines the power of the function
  69446. */
  69447. constructor(
  69448. /** Defines the power of the function */
  69449. power?: number);
  69450. /** @hidden */
  69451. easeInCore(gradient: number): number;
  69452. }
  69453. /**
  69454. * Easing function with a power of 2 shape (see link below).
  69455. * @see https://easings.net/#easeInQuad
  69456. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69457. */
  69458. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  69459. /** @hidden */
  69460. easeInCore(gradient: number): number;
  69461. }
  69462. /**
  69463. * Easing function with a power of 4 shape (see link below).
  69464. * @see https://easings.net/#easeInQuart
  69465. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69466. */
  69467. export class QuarticEase extends EasingFunction implements IEasingFunction {
  69468. /** @hidden */
  69469. easeInCore(gradient: number): number;
  69470. }
  69471. /**
  69472. * Easing function with a power of 5 shape (see link below).
  69473. * @see https://easings.net/#easeInQuint
  69474. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69475. */
  69476. export class QuinticEase extends EasingFunction implements IEasingFunction {
  69477. /** @hidden */
  69478. easeInCore(gradient: number): number;
  69479. }
  69480. /**
  69481. * Easing function with a sin shape (see link below).
  69482. * @see https://easings.net/#easeInSine
  69483. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69484. */
  69485. export class SineEase extends EasingFunction implements IEasingFunction {
  69486. /** @hidden */
  69487. easeInCore(gradient: number): number;
  69488. }
  69489. /**
  69490. * Easing function with a bezier shape (see link below).
  69491. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69492. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69493. */
  69494. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  69495. /** Defines the x component of the start tangent in the bezier curve */
  69496. x1: number;
  69497. /** Defines the y component of the start tangent in the bezier curve */
  69498. y1: number;
  69499. /** Defines the x component of the end tangent in the bezier curve */
  69500. x2: number;
  69501. /** Defines the y component of the end tangent in the bezier curve */
  69502. y2: number;
  69503. /**
  69504. * Instantiates a bezier function
  69505. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69506. * @param x1 Defines the x component of the start tangent in the bezier curve
  69507. * @param y1 Defines the y component of the start tangent in the bezier curve
  69508. * @param x2 Defines the x component of the end tangent in the bezier curve
  69509. * @param y2 Defines the y component of the end tangent in the bezier curve
  69510. */
  69511. constructor(
  69512. /** Defines the x component of the start tangent in the bezier curve */
  69513. x1?: number,
  69514. /** Defines the y component of the start tangent in the bezier curve */
  69515. y1?: number,
  69516. /** Defines the x component of the end tangent in the bezier curve */
  69517. x2?: number,
  69518. /** Defines the y component of the end tangent in the bezier curve */
  69519. y2?: number);
  69520. /** @hidden */
  69521. easeInCore(gradient: number): number;
  69522. }
  69523. }
  69524. declare module BABYLON {
  69525. /**
  69526. * Defines an interface which represents an animation key frame
  69527. */
  69528. export interface IAnimationKey {
  69529. /**
  69530. * Frame of the key frame
  69531. */
  69532. frame: number;
  69533. /**
  69534. * Value at the specifies key frame
  69535. */
  69536. value: any;
  69537. /**
  69538. * The input tangent for the cubic hermite spline
  69539. */
  69540. inTangent?: any;
  69541. /**
  69542. * The output tangent for the cubic hermite spline
  69543. */
  69544. outTangent?: any;
  69545. /**
  69546. * The animation interpolation type
  69547. */
  69548. interpolation?: AnimationKeyInterpolation;
  69549. }
  69550. /**
  69551. * Enum for the animation key frame interpolation type
  69552. */
  69553. export enum AnimationKeyInterpolation {
  69554. /**
  69555. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  69556. */
  69557. STEP = 1
  69558. }
  69559. }
  69560. declare module BABYLON {
  69561. /**
  69562. * Represents the range of an animation
  69563. */
  69564. export class AnimationRange {
  69565. /**The name of the animation range**/
  69566. name: string;
  69567. /**The starting frame of the animation */
  69568. from: number;
  69569. /**The ending frame of the animation*/
  69570. to: number;
  69571. /**
  69572. * Initializes the range of an animation
  69573. * @param name The name of the animation range
  69574. * @param from The starting frame of the animation
  69575. * @param to The ending frame of the animation
  69576. */
  69577. constructor(
  69578. /**The name of the animation range**/
  69579. name: string,
  69580. /**The starting frame of the animation */
  69581. from: number,
  69582. /**The ending frame of the animation*/
  69583. to: number);
  69584. /**
  69585. * Makes a copy of the animation range
  69586. * @returns A copy of the animation range
  69587. */
  69588. clone(): AnimationRange;
  69589. }
  69590. }
  69591. declare module BABYLON {
  69592. /**
  69593. * Composed of a frame, and an action function
  69594. */
  69595. export class AnimationEvent {
  69596. /** The frame for which the event is triggered **/
  69597. frame: number;
  69598. /** The event to perform when triggered **/
  69599. action: (currentFrame: number) => void;
  69600. /** Specifies if the event should be triggered only once**/
  69601. onlyOnce?: boolean | undefined;
  69602. /**
  69603. * Specifies if the animation event is done
  69604. */
  69605. isDone: boolean;
  69606. /**
  69607. * Initializes the animation event
  69608. * @param frame The frame for which the event is triggered
  69609. * @param action The event to perform when triggered
  69610. * @param onlyOnce Specifies if the event should be triggered only once
  69611. */
  69612. constructor(
  69613. /** The frame for which the event is triggered **/
  69614. frame: number,
  69615. /** The event to perform when triggered **/
  69616. action: (currentFrame: number) => void,
  69617. /** Specifies if the event should be triggered only once**/
  69618. onlyOnce?: boolean | undefined);
  69619. /** @hidden */
  69620. _clone(): AnimationEvent;
  69621. }
  69622. }
  69623. declare module BABYLON {
  69624. /**
  69625. * Interface used to define a behavior
  69626. */
  69627. export interface Behavior<T> {
  69628. /** gets or sets behavior's name */
  69629. name: string;
  69630. /**
  69631. * Function called when the behavior needs to be initialized (after attaching it to a target)
  69632. */
  69633. init(): void;
  69634. /**
  69635. * Called when the behavior is attached to a target
  69636. * @param target defines the target where the behavior is attached to
  69637. */
  69638. attach(target: T): void;
  69639. /**
  69640. * Called when the behavior is detached from its target
  69641. */
  69642. detach(): void;
  69643. }
  69644. /**
  69645. * Interface implemented by classes supporting behaviors
  69646. */
  69647. export interface IBehaviorAware<T> {
  69648. /**
  69649. * Attach a behavior
  69650. * @param behavior defines the behavior to attach
  69651. * @returns the current host
  69652. */
  69653. addBehavior(behavior: Behavior<T>): T;
  69654. /**
  69655. * Remove a behavior from the current object
  69656. * @param behavior defines the behavior to detach
  69657. * @returns the current host
  69658. */
  69659. removeBehavior(behavior: Behavior<T>): T;
  69660. /**
  69661. * Gets a behavior using its name to search
  69662. * @param name defines the name to search
  69663. * @returns the behavior or null if not found
  69664. */
  69665. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  69666. }
  69667. }
  69668. declare module BABYLON {
  69669. /**
  69670. * Defines an array and its length.
  69671. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  69672. */
  69673. export interface ISmartArrayLike<T> {
  69674. /**
  69675. * The data of the array.
  69676. */
  69677. data: Array<T>;
  69678. /**
  69679. * The active length of the array.
  69680. */
  69681. length: number;
  69682. }
  69683. /**
  69684. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  69685. */
  69686. export class SmartArray<T> implements ISmartArrayLike<T> {
  69687. /**
  69688. * The full set of data from the array.
  69689. */
  69690. data: Array<T>;
  69691. /**
  69692. * The active length of the array.
  69693. */
  69694. length: number;
  69695. protected _id: number;
  69696. /**
  69697. * Instantiates a Smart Array.
  69698. * @param capacity defines the default capacity of the array.
  69699. */
  69700. constructor(capacity: number);
  69701. /**
  69702. * Pushes a value at the end of the active data.
  69703. * @param value defines the object to push in the array.
  69704. */
  69705. push(value: T): void;
  69706. /**
  69707. * Iterates over the active data and apply the lambda to them.
  69708. * @param func defines the action to apply on each value.
  69709. */
  69710. forEach(func: (content: T) => void): void;
  69711. /**
  69712. * Sorts the full sets of data.
  69713. * @param compareFn defines the comparison function to apply.
  69714. */
  69715. sort(compareFn: (a: T, b: T) => number): void;
  69716. /**
  69717. * Resets the active data to an empty array.
  69718. */
  69719. reset(): void;
  69720. /**
  69721. * Releases all the data from the array as well as the array.
  69722. */
  69723. dispose(): void;
  69724. /**
  69725. * Concats the active data with a given array.
  69726. * @param array defines the data to concatenate with.
  69727. */
  69728. concat(array: any): void;
  69729. /**
  69730. * Returns the position of a value in the active data.
  69731. * @param value defines the value to find the index for
  69732. * @returns the index if found in the active data otherwise -1
  69733. */
  69734. indexOf(value: T): number;
  69735. /**
  69736. * Returns whether an element is part of the active data.
  69737. * @param value defines the value to look for
  69738. * @returns true if found in the active data otherwise false
  69739. */
  69740. contains(value: T): boolean;
  69741. private static _GlobalId;
  69742. }
  69743. /**
  69744. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  69745. * The data in this array can only be present once
  69746. */
  69747. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  69748. private _duplicateId;
  69749. /**
  69750. * Pushes a value at the end of the active data.
  69751. * THIS DOES NOT PREVENT DUPPLICATE DATA
  69752. * @param value defines the object to push in the array.
  69753. */
  69754. push(value: T): void;
  69755. /**
  69756. * Pushes a value at the end of the active data.
  69757. * If the data is already present, it won t be added again
  69758. * @param value defines the object to push in the array.
  69759. * @returns true if added false if it was already present
  69760. */
  69761. pushNoDuplicate(value: T): boolean;
  69762. /**
  69763. * Resets the active data to an empty array.
  69764. */
  69765. reset(): void;
  69766. /**
  69767. * Concats the active data with a given array.
  69768. * This ensures no dupplicate will be present in the result.
  69769. * @param array defines the data to concatenate with.
  69770. */
  69771. concatWithNoDuplicate(array: any): void;
  69772. }
  69773. }
  69774. declare module BABYLON {
  69775. /**
  69776. * @ignore
  69777. * This is a list of all the different input types that are available in the application.
  69778. * Fo instance: ArcRotateCameraGamepadInput...
  69779. */
  69780. export var CameraInputTypes: {};
  69781. /**
  69782. * This is the contract to implement in order to create a new input class.
  69783. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  69784. */
  69785. export interface ICameraInput<TCamera extends Camera> {
  69786. /**
  69787. * Defines the camera the input is attached to.
  69788. */
  69789. camera: Nullable<TCamera>;
  69790. /**
  69791. * Gets the class name of the current intput.
  69792. * @returns the class name
  69793. */
  69794. getClassName(): string;
  69795. /**
  69796. * Get the friendly name associated with the input class.
  69797. * @returns the input friendly name
  69798. */
  69799. getSimpleName(): string;
  69800. /**
  69801. * Attach the input controls to a specific dom element to get the input from.
  69802. * @param element Defines the element the controls should be listened from
  69803. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  69804. */
  69805. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  69806. /**
  69807. * Detach the current controls from the specified dom element.
  69808. * @param element Defines the element to stop listening the inputs from
  69809. */
  69810. detachControl(element: Nullable<HTMLElement>): void;
  69811. /**
  69812. * Update the current camera state depending on the inputs that have been used this frame.
  69813. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  69814. */
  69815. checkInputs?: () => void;
  69816. }
  69817. /**
  69818. * Represents a map of input types to input instance or input index to input instance.
  69819. */
  69820. export interface CameraInputsMap<TCamera extends Camera> {
  69821. /**
  69822. * Accessor to the input by input type.
  69823. */
  69824. [name: string]: ICameraInput<TCamera>;
  69825. /**
  69826. * Accessor to the input by input index.
  69827. */
  69828. [idx: number]: ICameraInput<TCamera>;
  69829. }
  69830. /**
  69831. * This represents the input manager used within a camera.
  69832. * It helps dealing with all the different kind of input attached to a camera.
  69833. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  69834. */
  69835. export class CameraInputsManager<TCamera extends Camera> {
  69836. /**
  69837. * Defines the list of inputs attahed to the camera.
  69838. */
  69839. attached: CameraInputsMap<TCamera>;
  69840. /**
  69841. * Defines the dom element the camera is collecting inputs from.
  69842. * This is null if the controls have not been attached.
  69843. */
  69844. attachedElement: Nullable<HTMLElement>;
  69845. /**
  69846. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  69847. */
  69848. noPreventDefault: boolean;
  69849. /**
  69850. * Defined the camera the input manager belongs to.
  69851. */
  69852. camera: TCamera;
  69853. /**
  69854. * Update the current camera state depending on the inputs that have been used this frame.
  69855. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  69856. */
  69857. checkInputs: () => void;
  69858. /**
  69859. * Instantiate a new Camera Input Manager.
  69860. * @param camera Defines the camera the input manager blongs to
  69861. */
  69862. constructor(camera: TCamera);
  69863. /**
  69864. * Add an input method to a camera
  69865. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  69866. * @param input camera input method
  69867. */
  69868. add(input: ICameraInput<TCamera>): void;
  69869. /**
  69870. * Remove a specific input method from a camera
  69871. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  69872. * @param inputToRemove camera input method
  69873. */
  69874. remove(inputToRemove: ICameraInput<TCamera>): void;
  69875. /**
  69876. * Remove a specific input type from a camera
  69877. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  69878. * @param inputType the type of the input to remove
  69879. */
  69880. removeByType(inputType: string): void;
  69881. private _addCheckInputs;
  69882. /**
  69883. * Attach the input controls to the currently attached dom element to listen the events from.
  69884. * @param input Defines the input to attach
  69885. */
  69886. attachInput(input: ICameraInput<TCamera>): void;
  69887. /**
  69888. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  69889. * @param element Defines the dom element to collect the events from
  69890. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  69891. */
  69892. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  69893. /**
  69894. * Detach the current manager inputs controls from a specific dom element.
  69895. * @param element Defines the dom element to collect the events from
  69896. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  69897. */
  69898. detachElement(element: HTMLElement, disconnect?: boolean): void;
  69899. /**
  69900. * Rebuild the dynamic inputCheck function from the current list of
  69901. * defined inputs in the manager.
  69902. */
  69903. rebuildInputCheck(): void;
  69904. /**
  69905. * Remove all attached input methods from a camera
  69906. */
  69907. clear(): void;
  69908. /**
  69909. * Serialize the current input manager attached to a camera.
  69910. * This ensures than once parsed,
  69911. * the input associated to the camera will be identical to the current ones
  69912. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  69913. */
  69914. serialize(serializedCamera: any): void;
  69915. /**
  69916. * Parses an input manager serialized JSON to restore the previous list of inputs
  69917. * and states associated to a camera.
  69918. * @param parsedCamera Defines the JSON to parse
  69919. */
  69920. parse(parsedCamera: any): void;
  69921. }
  69922. }
  69923. declare module BABYLON {
  69924. /**
  69925. * @hidden
  69926. */
  69927. export class IntersectionInfo {
  69928. bu: Nullable<number>;
  69929. bv: Nullable<number>;
  69930. distance: number;
  69931. faceId: number;
  69932. subMeshId: number;
  69933. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  69934. }
  69935. }
  69936. declare module BABYLON {
  69937. /**
  69938. * Represens a plane by the equation ax + by + cz + d = 0
  69939. */
  69940. export class Plane {
  69941. private static _TmpMatrix;
  69942. /**
  69943. * Normal of the plane (a,b,c)
  69944. */
  69945. normal: Vector3;
  69946. /**
  69947. * d component of the plane
  69948. */
  69949. d: number;
  69950. /**
  69951. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  69952. * @param a a component of the plane
  69953. * @param b b component of the plane
  69954. * @param c c component of the plane
  69955. * @param d d component of the plane
  69956. */
  69957. constructor(a: number, b: number, c: number, d: number);
  69958. /**
  69959. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  69960. */
  69961. asArray(): number[];
  69962. /**
  69963. * @returns a new plane copied from the current Plane.
  69964. */
  69965. clone(): Plane;
  69966. /**
  69967. * @returns the string "Plane".
  69968. */
  69969. getClassName(): string;
  69970. /**
  69971. * @returns the Plane hash code.
  69972. */
  69973. getHashCode(): number;
  69974. /**
  69975. * Normalize the current Plane in place.
  69976. * @returns the updated Plane.
  69977. */
  69978. normalize(): Plane;
  69979. /**
  69980. * Applies a transformation the plane and returns the result
  69981. * @param transformation the transformation matrix to be applied to the plane
  69982. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  69983. */
  69984. transform(transformation: DeepImmutable<Matrix>): Plane;
  69985. /**
  69986. * Calcualtte the dot product between the point and the plane normal
  69987. * @param point point to calculate the dot product with
  69988. * @returns the dot product (float) of the point coordinates and the plane normal.
  69989. */
  69990. dotCoordinate(point: DeepImmutable<Vector3>): number;
  69991. /**
  69992. * Updates the current Plane from the plane defined by the three given points.
  69993. * @param point1 one of the points used to contruct the plane
  69994. * @param point2 one of the points used to contruct the plane
  69995. * @param point3 one of the points used to contruct the plane
  69996. * @returns the updated Plane.
  69997. */
  69998. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  69999. /**
  70000. * Checks if the plane is facing a given direction
  70001. * @param direction the direction to check if the plane is facing
  70002. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70003. * @returns True is the vector "direction" is the same side than the plane normal.
  70004. */
  70005. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70006. /**
  70007. * Calculates the distance to a point
  70008. * @param point point to calculate distance to
  70009. * @returns the signed distance (float) from the given point to the Plane.
  70010. */
  70011. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70012. /**
  70013. * Creates a plane from an array
  70014. * @param array the array to create a plane from
  70015. * @returns a new Plane from the given array.
  70016. */
  70017. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70018. /**
  70019. * Creates a plane from three points
  70020. * @param point1 point used to create the plane
  70021. * @param point2 point used to create the plane
  70022. * @param point3 point used to create the plane
  70023. * @returns a new Plane defined by the three given points.
  70024. */
  70025. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70026. /**
  70027. * Creates a plane from an origin point and a normal
  70028. * @param origin origin of the plane to be constructed
  70029. * @param normal normal of the plane to be constructed
  70030. * @returns a new Plane the normal vector to this plane at the given origin point.
  70031. * Note : the vector "normal" is updated because normalized.
  70032. */
  70033. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70034. /**
  70035. * Calculates the distance from a plane and a point
  70036. * @param origin origin of the plane to be constructed
  70037. * @param normal normal of the plane to be constructed
  70038. * @param point point to calculate distance to
  70039. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70040. */
  70041. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70042. }
  70043. }
  70044. declare module BABYLON {
  70045. /**
  70046. * Class used to store bounding sphere information
  70047. */
  70048. export class BoundingSphere {
  70049. /**
  70050. * Gets the center of the bounding sphere in local space
  70051. */
  70052. readonly center: Vector3;
  70053. /**
  70054. * Radius of the bounding sphere in local space
  70055. */
  70056. radius: number;
  70057. /**
  70058. * Gets the center of the bounding sphere in world space
  70059. */
  70060. readonly centerWorld: Vector3;
  70061. /**
  70062. * Radius of the bounding sphere in world space
  70063. */
  70064. radiusWorld: number;
  70065. /**
  70066. * Gets the minimum vector in local space
  70067. */
  70068. readonly minimum: Vector3;
  70069. /**
  70070. * Gets the maximum vector in local space
  70071. */
  70072. readonly maximum: Vector3;
  70073. private _worldMatrix;
  70074. private static readonly TmpVector3;
  70075. /**
  70076. * Creates a new bounding sphere
  70077. * @param min defines the minimum vector (in local space)
  70078. * @param max defines the maximum vector (in local space)
  70079. * @param worldMatrix defines the new world matrix
  70080. */
  70081. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70082. /**
  70083. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70084. * @param min defines the new minimum vector (in local space)
  70085. * @param max defines the new maximum vector (in local space)
  70086. * @param worldMatrix defines the new world matrix
  70087. */
  70088. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70089. /**
  70090. * Scale the current bounding sphere by applying a scale factor
  70091. * @param factor defines the scale factor to apply
  70092. * @returns the current bounding box
  70093. */
  70094. scale(factor: number): BoundingSphere;
  70095. /**
  70096. * Gets the world matrix of the bounding box
  70097. * @returns a matrix
  70098. */
  70099. getWorldMatrix(): DeepImmutable<Matrix>;
  70100. /** @hidden */
  70101. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70102. /**
  70103. * Tests if the bounding sphere is intersecting the frustum planes
  70104. * @param frustumPlanes defines the frustum planes to test
  70105. * @returns true if there is an intersection
  70106. */
  70107. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70108. /**
  70109. * Tests if the bounding sphere center is in between the frustum planes.
  70110. * Used for optimistic fast inclusion.
  70111. * @param frustumPlanes defines the frustum planes to test
  70112. * @returns true if the sphere center is in between the frustum planes
  70113. */
  70114. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70115. /**
  70116. * Tests if a point is inside the bounding sphere
  70117. * @param point defines the point to test
  70118. * @returns true if the point is inside the bounding sphere
  70119. */
  70120. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70121. /**
  70122. * Checks if two sphere intersct
  70123. * @param sphere0 sphere 0
  70124. * @param sphere1 sphere 1
  70125. * @returns true if the speres intersect
  70126. */
  70127. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70128. }
  70129. }
  70130. declare module BABYLON {
  70131. /**
  70132. * Class used to store bounding box information
  70133. */
  70134. export class BoundingBox implements ICullable {
  70135. /**
  70136. * Gets the 8 vectors representing the bounding box in local space
  70137. */
  70138. readonly vectors: Vector3[];
  70139. /**
  70140. * Gets the center of the bounding box in local space
  70141. */
  70142. readonly center: Vector3;
  70143. /**
  70144. * Gets the center of the bounding box in world space
  70145. */
  70146. readonly centerWorld: Vector3;
  70147. /**
  70148. * Gets the extend size in local space
  70149. */
  70150. readonly extendSize: Vector3;
  70151. /**
  70152. * Gets the extend size in world space
  70153. */
  70154. readonly extendSizeWorld: Vector3;
  70155. /**
  70156. * Gets the OBB (object bounding box) directions
  70157. */
  70158. readonly directions: Vector3[];
  70159. /**
  70160. * Gets the 8 vectors representing the bounding box in world space
  70161. */
  70162. readonly vectorsWorld: Vector3[];
  70163. /**
  70164. * Gets the minimum vector in world space
  70165. */
  70166. readonly minimumWorld: Vector3;
  70167. /**
  70168. * Gets the maximum vector in world space
  70169. */
  70170. readonly maximumWorld: Vector3;
  70171. /**
  70172. * Gets the minimum vector in local space
  70173. */
  70174. readonly minimum: Vector3;
  70175. /**
  70176. * Gets the maximum vector in local space
  70177. */
  70178. readonly maximum: Vector3;
  70179. private _worldMatrix;
  70180. private static readonly TmpVector3;
  70181. /**
  70182. * @hidden
  70183. */
  70184. _tag: number;
  70185. /**
  70186. * Creates a new bounding box
  70187. * @param min defines the minimum vector (in local space)
  70188. * @param max defines the maximum vector (in local space)
  70189. * @param worldMatrix defines the new world matrix
  70190. */
  70191. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70192. /**
  70193. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70194. * @param min defines the new minimum vector (in local space)
  70195. * @param max defines the new maximum vector (in local space)
  70196. * @param worldMatrix defines the new world matrix
  70197. */
  70198. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70199. /**
  70200. * Scale the current bounding box by applying a scale factor
  70201. * @param factor defines the scale factor to apply
  70202. * @returns the current bounding box
  70203. */
  70204. scale(factor: number): BoundingBox;
  70205. /**
  70206. * Gets the world matrix of the bounding box
  70207. * @returns a matrix
  70208. */
  70209. getWorldMatrix(): DeepImmutable<Matrix>;
  70210. /** @hidden */
  70211. _update(world: DeepImmutable<Matrix>): void;
  70212. /**
  70213. * Tests if the bounding box is intersecting the frustum planes
  70214. * @param frustumPlanes defines the frustum planes to test
  70215. * @returns true if there is an intersection
  70216. */
  70217. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70218. /**
  70219. * Tests if the bounding box is entirely inside the frustum planes
  70220. * @param frustumPlanes defines the frustum planes to test
  70221. * @returns true if there is an inclusion
  70222. */
  70223. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70224. /**
  70225. * Tests if a point is inside the bounding box
  70226. * @param point defines the point to test
  70227. * @returns true if the point is inside the bounding box
  70228. */
  70229. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70230. /**
  70231. * Tests if the bounding box intersects with a bounding sphere
  70232. * @param sphere defines the sphere to test
  70233. * @returns true if there is an intersection
  70234. */
  70235. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70236. /**
  70237. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70238. * @param min defines the min vector to use
  70239. * @param max defines the max vector to use
  70240. * @returns true if there is an intersection
  70241. */
  70242. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70243. /**
  70244. * Tests if two bounding boxes are intersections
  70245. * @param box0 defines the first box to test
  70246. * @param box1 defines the second box to test
  70247. * @returns true if there is an intersection
  70248. */
  70249. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70250. /**
  70251. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70252. * @param minPoint defines the minimum vector of the bounding box
  70253. * @param maxPoint defines the maximum vector of the bounding box
  70254. * @param sphereCenter defines the sphere center
  70255. * @param sphereRadius defines the sphere radius
  70256. * @returns true if there is an intersection
  70257. */
  70258. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70259. /**
  70260. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70261. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70262. * @param frustumPlanes defines the frustum planes to test
  70263. * @return true if there is an inclusion
  70264. */
  70265. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70266. /**
  70267. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70268. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70269. * @param frustumPlanes defines the frustum planes to test
  70270. * @return true if there is an intersection
  70271. */
  70272. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70273. }
  70274. }
  70275. declare module BABYLON {
  70276. /** @hidden */
  70277. export class Collider {
  70278. /** Define if a collision was found */
  70279. collisionFound: boolean;
  70280. /**
  70281. * Define last intersection point in local space
  70282. */
  70283. intersectionPoint: Vector3;
  70284. /**
  70285. * Define last collided mesh
  70286. */
  70287. collidedMesh: Nullable<AbstractMesh>;
  70288. private _collisionPoint;
  70289. private _planeIntersectionPoint;
  70290. private _tempVector;
  70291. private _tempVector2;
  70292. private _tempVector3;
  70293. private _tempVector4;
  70294. private _edge;
  70295. private _baseToVertex;
  70296. private _destinationPoint;
  70297. private _slidePlaneNormal;
  70298. private _displacementVector;
  70299. /** @hidden */
  70300. _radius: Vector3;
  70301. /** @hidden */
  70302. _retry: number;
  70303. private _velocity;
  70304. private _basePoint;
  70305. private _epsilon;
  70306. /** @hidden */
  70307. _velocityWorldLength: number;
  70308. /** @hidden */
  70309. _basePointWorld: Vector3;
  70310. private _velocityWorld;
  70311. private _normalizedVelocity;
  70312. /** @hidden */
  70313. _initialVelocity: Vector3;
  70314. /** @hidden */
  70315. _initialPosition: Vector3;
  70316. private _nearestDistance;
  70317. private _collisionMask;
  70318. collisionMask: number;
  70319. /**
  70320. * Gets the plane normal used to compute the sliding response (in local space)
  70321. */
  70322. readonly slidePlaneNormal: Vector3;
  70323. /** @hidden */
  70324. _initialize(source: Vector3, dir: Vector3, e: number): void;
  70325. /** @hidden */
  70326. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  70327. /** @hidden */
  70328. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  70329. /** @hidden */
  70330. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70331. /** @hidden */
  70332. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70333. /** @hidden */
  70334. _getResponse(pos: Vector3, vel: Vector3): void;
  70335. }
  70336. }
  70337. declare module BABYLON {
  70338. /**
  70339. * Interface for cullable objects
  70340. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  70341. */
  70342. export interface ICullable {
  70343. /**
  70344. * Checks if the object or part of the object is in the frustum
  70345. * @param frustumPlanes Camera near/planes
  70346. * @returns true if the object is in frustum otherwise false
  70347. */
  70348. isInFrustum(frustumPlanes: Plane[]): boolean;
  70349. /**
  70350. * Checks if a cullable object (mesh...) is in the camera frustum
  70351. * Unlike isInFrustum this cheks the full bounding box
  70352. * @param frustumPlanes Camera near/planes
  70353. * @returns true if the object is in frustum otherwise false
  70354. */
  70355. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  70356. }
  70357. /**
  70358. * Info for a bounding data of a mesh
  70359. */
  70360. export class BoundingInfo implements ICullable {
  70361. /**
  70362. * Bounding box for the mesh
  70363. */
  70364. readonly boundingBox: BoundingBox;
  70365. /**
  70366. * Bounding sphere for the mesh
  70367. */
  70368. readonly boundingSphere: BoundingSphere;
  70369. private _isLocked;
  70370. private static readonly TmpVector3;
  70371. /**
  70372. * Constructs bounding info
  70373. * @param minimum min vector of the bounding box/sphere
  70374. * @param maximum max vector of the bounding box/sphere
  70375. * @param worldMatrix defines the new world matrix
  70376. */
  70377. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70378. /**
  70379. * Recreates the entire bounding info from scratch as if we call the constructor in place
  70380. * @param min defines the new minimum vector (in local space)
  70381. * @param max defines the new maximum vector (in local space)
  70382. * @param worldMatrix defines the new world matrix
  70383. */
  70384. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70385. /**
  70386. * min vector of the bounding box/sphere
  70387. */
  70388. readonly minimum: Vector3;
  70389. /**
  70390. * max vector of the bounding box/sphere
  70391. */
  70392. readonly maximum: Vector3;
  70393. /**
  70394. * If the info is locked and won't be updated to avoid perf overhead
  70395. */
  70396. isLocked: boolean;
  70397. /**
  70398. * Updates the bounding sphere and box
  70399. * @param world world matrix to be used to update
  70400. */
  70401. update(world: DeepImmutable<Matrix>): void;
  70402. /**
  70403. * Recreate the bounding info to be centered around a specific point given a specific extend.
  70404. * @param center New center of the bounding info
  70405. * @param extend New extend of the bounding info
  70406. * @returns the current bounding info
  70407. */
  70408. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  70409. /**
  70410. * Scale the current bounding info by applying a scale factor
  70411. * @param factor defines the scale factor to apply
  70412. * @returns the current bounding info
  70413. */
  70414. scale(factor: number): BoundingInfo;
  70415. /**
  70416. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  70417. * @param frustumPlanes defines the frustum to test
  70418. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  70419. * @returns true if the bounding info is in the frustum planes
  70420. */
  70421. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  70422. /**
  70423. * Gets the world distance between the min and max points of the bounding box
  70424. */
  70425. readonly diagonalLength: number;
  70426. /**
  70427. * Checks if a cullable object (mesh...) is in the camera frustum
  70428. * Unlike isInFrustum this cheks the full bounding box
  70429. * @param frustumPlanes Camera near/planes
  70430. * @returns true if the object is in frustum otherwise false
  70431. */
  70432. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70433. /** @hidden */
  70434. _checkCollision(collider: Collider): boolean;
  70435. /**
  70436. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  70437. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70438. * @param point the point to check intersection with
  70439. * @returns if the point intersects
  70440. */
  70441. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70442. /**
  70443. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  70444. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70445. * @param boundingInfo the bounding info to check intersection with
  70446. * @param precise if the intersection should be done using OBB
  70447. * @returns if the bounding info intersects
  70448. */
  70449. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  70450. }
  70451. }
  70452. declare module BABYLON {
  70453. /**
  70454. * Extracts minimum and maximum values from a list of indexed positions
  70455. * @param positions defines the positions to use
  70456. * @param indices defines the indices to the positions
  70457. * @param indexStart defines the start index
  70458. * @param indexCount defines the end index
  70459. * @param bias defines bias value to add to the result
  70460. * @return minimum and maximum values
  70461. */
  70462. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  70463. minimum: Vector3;
  70464. maximum: Vector3;
  70465. };
  70466. /**
  70467. * Extracts minimum and maximum values from a list of positions
  70468. * @param positions defines the positions to use
  70469. * @param start defines the start index in the positions array
  70470. * @param count defines the number of positions to handle
  70471. * @param bias defines bias value to add to the result
  70472. * @param stride defines the stride size to use (distance between two positions in the positions array)
  70473. * @return minimum and maximum values
  70474. */
  70475. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  70476. minimum: Vector3;
  70477. maximum: Vector3;
  70478. };
  70479. }
  70480. declare module BABYLON {
  70481. /**
  70482. * Enum that determines the text-wrapping mode to use.
  70483. */
  70484. export enum InspectableType {
  70485. /**
  70486. * Checkbox for booleans
  70487. */
  70488. Checkbox = 0,
  70489. /**
  70490. * Sliders for numbers
  70491. */
  70492. Slider = 1,
  70493. /**
  70494. * Vector3
  70495. */
  70496. Vector3 = 2,
  70497. /**
  70498. * Quaternions
  70499. */
  70500. Quaternion = 3,
  70501. /**
  70502. * Color3
  70503. */
  70504. Color3 = 4,
  70505. /**
  70506. * String
  70507. */
  70508. String = 5
  70509. }
  70510. /**
  70511. * Interface used to define custom inspectable properties.
  70512. * This interface is used by the inspector to display custom property grids
  70513. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  70514. */
  70515. export interface IInspectable {
  70516. /**
  70517. * Gets the label to display
  70518. */
  70519. label: string;
  70520. /**
  70521. * Gets the name of the property to edit
  70522. */
  70523. propertyName: string;
  70524. /**
  70525. * Gets the type of the editor to use
  70526. */
  70527. type: InspectableType;
  70528. /**
  70529. * Gets the minimum value of the property when using in "slider" mode
  70530. */
  70531. min?: number;
  70532. /**
  70533. * Gets the maximum value of the property when using in "slider" mode
  70534. */
  70535. max?: number;
  70536. /**
  70537. * Gets the setp to use when using in "slider" mode
  70538. */
  70539. step?: number;
  70540. }
  70541. }
  70542. declare module BABYLON {
  70543. /**
  70544. * Class used to provide helper for timing
  70545. */
  70546. export class TimingTools {
  70547. /**
  70548. * Polyfill for setImmediate
  70549. * @param action defines the action to execute after the current execution block
  70550. */
  70551. static SetImmediate(action: () => void): void;
  70552. }
  70553. }
  70554. declare module BABYLON {
  70555. /**
  70556. * Class used to enable instatition of objects by class name
  70557. */
  70558. export class InstantiationTools {
  70559. /**
  70560. * Use this object to register external classes like custom textures or material
  70561. * to allow the laoders to instantiate them
  70562. */
  70563. static RegisteredExternalClasses: {
  70564. [key: string]: Object;
  70565. };
  70566. /**
  70567. * Tries to instantiate a new object from a given class name
  70568. * @param className defines the class name to instantiate
  70569. * @returns the new object or null if the system was not able to do the instantiation
  70570. */
  70571. static Instantiate(className: string): any;
  70572. }
  70573. }
  70574. declare module BABYLON {
  70575. /**
  70576. * This represents the required contract to create a new type of texture loader.
  70577. */
  70578. export interface IInternalTextureLoader {
  70579. /**
  70580. * Defines wether the loader supports cascade loading the different faces.
  70581. */
  70582. supportCascades: boolean;
  70583. /**
  70584. * This returns if the loader support the current file information.
  70585. * @param extension defines the file extension of the file being loaded
  70586. * @param textureFormatInUse defines the current compressed format in use iun the engine
  70587. * @param fallback defines the fallback internal texture if any
  70588. * @param isBase64 defines whether the texture is encoded as a base64
  70589. * @param isBuffer defines whether the texture data are stored as a buffer
  70590. * @returns true if the loader can load the specified file
  70591. */
  70592. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  70593. /**
  70594. * Transform the url before loading if required.
  70595. * @param rootUrl the url of the texture
  70596. * @param textureFormatInUse defines the current compressed format in use iun the engine
  70597. * @returns the transformed texture
  70598. */
  70599. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  70600. /**
  70601. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  70602. * @param rootUrl the url of the texture
  70603. * @param textureFormatInUse defines the current compressed format in use iun the engine
  70604. * @returns the fallback texture
  70605. */
  70606. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  70607. /**
  70608. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  70609. * @param data contains the texture data
  70610. * @param texture defines the BabylonJS internal texture
  70611. * @param createPolynomials will be true if polynomials have been requested
  70612. * @param onLoad defines the callback to trigger once the texture is ready
  70613. * @param onError defines the callback to trigger in case of error
  70614. */
  70615. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  70616. /**
  70617. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  70618. * @param data contains the texture data
  70619. * @param texture defines the BabylonJS internal texture
  70620. * @param callback defines the method to call once ready to upload
  70621. */
  70622. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  70623. }
  70624. }
  70625. declare module BABYLON {
  70626. interface Engine {
  70627. /**
  70628. * Creates a depth stencil cube texture.
  70629. * This is only available in WebGL 2.
  70630. * @param size The size of face edge in the cube texture.
  70631. * @param options The options defining the cube texture.
  70632. * @returns The cube texture
  70633. */
  70634. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  70635. /**
  70636. * Creates a cube texture
  70637. * @param rootUrl defines the url where the files to load is located
  70638. * @param scene defines the current scene
  70639. * @param files defines the list of files to load (1 per face)
  70640. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  70641. * @param onLoad defines an optional callback raised when the texture is loaded
  70642. * @param onError defines an optional callback raised if there is an issue to load the texture
  70643. * @param format defines the format of the data
  70644. * @param forcedExtension defines the extension to use to pick the right loader
  70645. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  70646. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  70647. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  70648. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  70649. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  70650. * @returns the cube texture as an InternalTexture
  70651. */
  70652. 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;
  70653. /**
  70654. * Creates a cube texture
  70655. * @param rootUrl defines the url where the files to load is located
  70656. * @param scene defines the current scene
  70657. * @param files defines the list of files to load (1 per face)
  70658. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  70659. * @param onLoad defines an optional callback raised when the texture is loaded
  70660. * @param onError defines an optional callback raised if there is an issue to load the texture
  70661. * @param format defines the format of the data
  70662. * @param forcedExtension defines the extension to use to pick the right loader
  70663. * @returns the cube texture as an InternalTexture
  70664. */
  70665. 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;
  70666. /**
  70667. * Creates a cube texture
  70668. * @param rootUrl defines the url where the files to load is located
  70669. * @param scene defines the current scene
  70670. * @param files defines the list of files to load (1 per face)
  70671. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  70672. * @param onLoad defines an optional callback raised when the texture is loaded
  70673. * @param onError defines an optional callback raised if there is an issue to load the texture
  70674. * @param format defines the format of the data
  70675. * @param forcedExtension defines the extension to use to pick the right loader
  70676. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  70677. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  70678. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  70679. * @returns the cube texture as an InternalTexture
  70680. */
  70681. 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;
  70682. /** @hidden */
  70683. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  70684. /** @hidden */
  70685. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  70686. /** @hidden */
  70687. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  70688. /** @hidden */
  70689. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  70690. }
  70691. }
  70692. declare module BABYLON {
  70693. /**
  70694. * Class for creating a cube texture
  70695. */
  70696. export class CubeTexture extends BaseTexture {
  70697. private _delayedOnLoad;
  70698. /**
  70699. * The url of the texture
  70700. */
  70701. url: string;
  70702. /**
  70703. * Gets or sets the center of the bounding box associated with the cube texture.
  70704. * It must define where the camera used to render the texture was set
  70705. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  70706. */
  70707. boundingBoxPosition: Vector3;
  70708. private _boundingBoxSize;
  70709. /**
  70710. * Gets or sets the size of the bounding box associated with the cube texture
  70711. * When defined, the cubemap will switch to local mode
  70712. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  70713. * @example https://www.babylonjs-playground.com/#RNASML
  70714. */
  70715. /**
  70716. * Returns the bounding box size
  70717. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  70718. */
  70719. boundingBoxSize: Vector3;
  70720. protected _rotationY: number;
  70721. /**
  70722. * Sets texture matrix rotation angle around Y axis in radians.
  70723. */
  70724. /**
  70725. * Gets texture matrix rotation angle around Y axis radians.
  70726. */
  70727. rotationY: number;
  70728. /**
  70729. * Are mip maps generated for this texture or not.
  70730. */
  70731. readonly noMipmap: boolean;
  70732. private _noMipmap;
  70733. private _files;
  70734. private _extensions;
  70735. private _textureMatrix;
  70736. private _format;
  70737. private _createPolynomials;
  70738. /** @hidden */
  70739. _prefiltered: boolean;
  70740. /**
  70741. * Creates a cube texture from an array of image urls
  70742. * @param files defines an array of image urls
  70743. * @param scene defines the hosting scene
  70744. * @param noMipmap specifies if mip maps are not used
  70745. * @returns a cube texture
  70746. */
  70747. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  70748. /**
  70749. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  70750. * @param url defines the url of the prefiltered texture
  70751. * @param scene defines the scene the texture is attached to
  70752. * @param forcedExtension defines the extension of the file if different from the url
  70753. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  70754. * @return the prefiltered texture
  70755. */
  70756. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  70757. /**
  70758. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  70759. * as prefiltered data.
  70760. * @param rootUrl defines the url of the texture or the root name of the six images
  70761. * @param scene defines the scene the texture is attached to
  70762. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  70763. * @param noMipmap defines if mipmaps should be created or not
  70764. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  70765. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  70766. * @param onError defines a callback triggered in case of error during load
  70767. * @param format defines the internal format to use for the texture once loaded
  70768. * @param prefiltered defines whether or not the texture is created from prefiltered data
  70769. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  70770. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  70771. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  70772. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  70773. * @return the cube texture
  70774. */
  70775. 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);
  70776. /**
  70777. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  70778. */
  70779. readonly isPrefiltered: boolean;
  70780. /**
  70781. * Get the current class name of the texture useful for serialization or dynamic coding.
  70782. * @returns "CubeTexture"
  70783. */
  70784. getClassName(): string;
  70785. /**
  70786. * Update the url (and optional buffer) of this texture if url was null during construction.
  70787. * @param url the url of the texture
  70788. * @param forcedExtension defines the extension to use
  70789. * @param onLoad callback called when the texture is loaded (defaults to null)
  70790. */
  70791. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  70792. /**
  70793. * Delays loading of the cube texture
  70794. * @param forcedExtension defines the extension to use
  70795. */
  70796. delayLoad(forcedExtension?: string): void;
  70797. /**
  70798. * Returns the reflection texture matrix
  70799. * @returns the reflection texture matrix
  70800. */
  70801. getReflectionTextureMatrix(): Matrix;
  70802. /**
  70803. * Sets the reflection texture matrix
  70804. * @param value Reflection texture matrix
  70805. */
  70806. setReflectionTextureMatrix(value: Matrix): void;
  70807. /**
  70808. * Parses text to create a cube texture
  70809. * @param parsedTexture define the serialized text to read from
  70810. * @param scene defines the hosting scene
  70811. * @param rootUrl defines the root url of the cube texture
  70812. * @returns a cube texture
  70813. */
  70814. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  70815. /**
  70816. * Makes a clone, or deep copy, of the cube texture
  70817. * @returns a new cube texture
  70818. */
  70819. clone(): CubeTexture;
  70820. }
  70821. }
  70822. declare module BABYLON {
  70823. /**
  70824. * Manages the defines for the Material
  70825. */
  70826. export class MaterialDefines {
  70827. /** @hidden */
  70828. protected _keys: string[];
  70829. private _isDirty;
  70830. /** @hidden */
  70831. _renderId: number;
  70832. /** @hidden */
  70833. _areLightsDirty: boolean;
  70834. /** @hidden */
  70835. _areAttributesDirty: boolean;
  70836. /** @hidden */
  70837. _areTexturesDirty: boolean;
  70838. /** @hidden */
  70839. _areFresnelDirty: boolean;
  70840. /** @hidden */
  70841. _areMiscDirty: boolean;
  70842. /** @hidden */
  70843. _areImageProcessingDirty: boolean;
  70844. /** @hidden */
  70845. _normals: boolean;
  70846. /** @hidden */
  70847. _uvs: boolean;
  70848. /** @hidden */
  70849. _needNormals: boolean;
  70850. /** @hidden */
  70851. _needUVs: boolean;
  70852. [id: string]: any;
  70853. /**
  70854. * Specifies if the material needs to be re-calculated
  70855. */
  70856. readonly isDirty: boolean;
  70857. /**
  70858. * Marks the material to indicate that it has been re-calculated
  70859. */
  70860. markAsProcessed(): void;
  70861. /**
  70862. * Marks the material to indicate that it needs to be re-calculated
  70863. */
  70864. markAsUnprocessed(): void;
  70865. /**
  70866. * Marks the material to indicate all of its defines need to be re-calculated
  70867. */
  70868. markAllAsDirty(): void;
  70869. /**
  70870. * Marks the material to indicate that image processing needs to be re-calculated
  70871. */
  70872. markAsImageProcessingDirty(): void;
  70873. /**
  70874. * Marks the material to indicate the lights need to be re-calculated
  70875. */
  70876. markAsLightDirty(): void;
  70877. /**
  70878. * Marks the attribute state as changed
  70879. */
  70880. markAsAttributesDirty(): void;
  70881. /**
  70882. * Marks the texture state as changed
  70883. */
  70884. markAsTexturesDirty(): void;
  70885. /**
  70886. * Marks the fresnel state as changed
  70887. */
  70888. markAsFresnelDirty(): void;
  70889. /**
  70890. * Marks the misc state as changed
  70891. */
  70892. markAsMiscDirty(): void;
  70893. /**
  70894. * Rebuilds the material defines
  70895. */
  70896. rebuild(): void;
  70897. /**
  70898. * Specifies if two material defines are equal
  70899. * @param other - A material define instance to compare to
  70900. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  70901. */
  70902. isEqual(other: MaterialDefines): boolean;
  70903. /**
  70904. * Clones this instance's defines to another instance
  70905. * @param other - material defines to clone values to
  70906. */
  70907. cloneTo(other: MaterialDefines): void;
  70908. /**
  70909. * Resets the material define values
  70910. */
  70911. reset(): void;
  70912. /**
  70913. * Converts the material define values to a string
  70914. * @returns - String of material define information
  70915. */
  70916. toString(): string;
  70917. }
  70918. }
  70919. declare module BABYLON {
  70920. /**
  70921. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  70922. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  70923. * 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;
  70924. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  70925. */
  70926. export class ColorCurves {
  70927. private _dirty;
  70928. private _tempColor;
  70929. private _globalCurve;
  70930. private _highlightsCurve;
  70931. private _midtonesCurve;
  70932. private _shadowsCurve;
  70933. private _positiveCurve;
  70934. private _negativeCurve;
  70935. private _globalHue;
  70936. private _globalDensity;
  70937. private _globalSaturation;
  70938. private _globalExposure;
  70939. /**
  70940. * Gets the global Hue value.
  70941. * 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).
  70942. */
  70943. /**
  70944. * Sets the global Hue value.
  70945. * 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).
  70946. */
  70947. globalHue: number;
  70948. /**
  70949. * Gets the global Density value.
  70950. * 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.
  70951. * Values less than zero provide a filter of opposite hue.
  70952. */
  70953. /**
  70954. * Sets the global Density value.
  70955. * 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.
  70956. * Values less than zero provide a filter of opposite hue.
  70957. */
  70958. globalDensity: number;
  70959. /**
  70960. * Gets the global Saturation value.
  70961. * 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.
  70962. */
  70963. /**
  70964. * Sets the global Saturation value.
  70965. * 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.
  70966. */
  70967. globalSaturation: number;
  70968. /**
  70969. * Gets the global Exposure value.
  70970. * 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.
  70971. */
  70972. /**
  70973. * Sets the global Exposure value.
  70974. * 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.
  70975. */
  70976. globalExposure: number;
  70977. private _highlightsHue;
  70978. private _highlightsDensity;
  70979. private _highlightsSaturation;
  70980. private _highlightsExposure;
  70981. /**
  70982. * Gets the highlights Hue value.
  70983. * 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).
  70984. */
  70985. /**
  70986. * Sets the highlights Hue value.
  70987. * 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).
  70988. */
  70989. highlightsHue: number;
  70990. /**
  70991. * Gets the highlights Density value.
  70992. * 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.
  70993. * Values less than zero provide a filter of opposite hue.
  70994. */
  70995. /**
  70996. * Sets the highlights Density value.
  70997. * 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.
  70998. * Values less than zero provide a filter of opposite hue.
  70999. */
  71000. highlightsDensity: number;
  71001. /**
  71002. * Gets the highlights Saturation value.
  71003. * 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.
  71004. */
  71005. /**
  71006. * Sets the highlights Saturation value.
  71007. * 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.
  71008. */
  71009. highlightsSaturation: number;
  71010. /**
  71011. * Gets the highlights Exposure value.
  71012. * 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.
  71013. */
  71014. /**
  71015. * Sets the highlights Exposure value.
  71016. * 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.
  71017. */
  71018. highlightsExposure: number;
  71019. private _midtonesHue;
  71020. private _midtonesDensity;
  71021. private _midtonesSaturation;
  71022. private _midtonesExposure;
  71023. /**
  71024. * Gets the midtones Hue value.
  71025. * 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).
  71026. */
  71027. /**
  71028. * Sets the midtones Hue value.
  71029. * 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).
  71030. */
  71031. midtonesHue: number;
  71032. /**
  71033. * Gets the midtones Density value.
  71034. * 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.
  71035. * Values less than zero provide a filter of opposite hue.
  71036. */
  71037. /**
  71038. * Sets the midtones Density value.
  71039. * 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.
  71040. * Values less than zero provide a filter of opposite hue.
  71041. */
  71042. midtonesDensity: number;
  71043. /**
  71044. * Gets the midtones Saturation value.
  71045. * 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.
  71046. */
  71047. /**
  71048. * Sets the midtones Saturation value.
  71049. * 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.
  71050. */
  71051. midtonesSaturation: number;
  71052. /**
  71053. * Gets the midtones Exposure value.
  71054. * 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.
  71055. */
  71056. /**
  71057. * Sets the midtones Exposure value.
  71058. * 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.
  71059. */
  71060. midtonesExposure: number;
  71061. private _shadowsHue;
  71062. private _shadowsDensity;
  71063. private _shadowsSaturation;
  71064. private _shadowsExposure;
  71065. /**
  71066. * Gets the shadows Hue value.
  71067. * 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).
  71068. */
  71069. /**
  71070. * Sets the shadows Hue value.
  71071. * 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).
  71072. */
  71073. shadowsHue: number;
  71074. /**
  71075. * Gets the shadows Density value.
  71076. * 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.
  71077. * Values less than zero provide a filter of opposite hue.
  71078. */
  71079. /**
  71080. * Sets the shadows Density value.
  71081. * 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.
  71082. * Values less than zero provide a filter of opposite hue.
  71083. */
  71084. shadowsDensity: number;
  71085. /**
  71086. * Gets the shadows Saturation value.
  71087. * 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.
  71088. */
  71089. /**
  71090. * Sets the shadows Saturation value.
  71091. * 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.
  71092. */
  71093. shadowsSaturation: number;
  71094. /**
  71095. * Gets the shadows Exposure value.
  71096. * 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.
  71097. */
  71098. /**
  71099. * Sets the shadows Exposure value.
  71100. * 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.
  71101. */
  71102. shadowsExposure: number;
  71103. /**
  71104. * Returns the class name
  71105. * @returns The class name
  71106. */
  71107. getClassName(): string;
  71108. /**
  71109. * Binds the color curves to the shader.
  71110. * @param colorCurves The color curve to bind
  71111. * @param effect The effect to bind to
  71112. * @param positiveUniform The positive uniform shader parameter
  71113. * @param neutralUniform The neutral uniform shader parameter
  71114. * @param negativeUniform The negative uniform shader parameter
  71115. */
  71116. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71117. /**
  71118. * Prepare the list of uniforms associated with the ColorCurves effects.
  71119. * @param uniformsList The list of uniforms used in the effect
  71120. */
  71121. static PrepareUniforms(uniformsList: string[]): void;
  71122. /**
  71123. * Returns color grading data based on a hue, density, saturation and exposure value.
  71124. * @param filterHue The hue of the color filter.
  71125. * @param filterDensity The density of the color filter.
  71126. * @param saturation The saturation.
  71127. * @param exposure The exposure.
  71128. * @param result The result data container.
  71129. */
  71130. private getColorGradingDataToRef;
  71131. /**
  71132. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71133. * @param value The input slider value in range [-100,100].
  71134. * @returns Adjusted value.
  71135. */
  71136. private static applyColorGradingSliderNonlinear;
  71137. /**
  71138. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71139. * @param hue The hue (H) input.
  71140. * @param saturation The saturation (S) input.
  71141. * @param brightness The brightness (B) input.
  71142. * @result An RGBA color represented as Vector4.
  71143. */
  71144. private static fromHSBToRef;
  71145. /**
  71146. * Returns a value clamped between min and max
  71147. * @param value The value to clamp
  71148. * @param min The minimum of value
  71149. * @param max The maximum of value
  71150. * @returns The clamped value.
  71151. */
  71152. private static clamp;
  71153. /**
  71154. * Clones the current color curve instance.
  71155. * @return The cloned curves
  71156. */
  71157. clone(): ColorCurves;
  71158. /**
  71159. * Serializes the current color curve instance to a json representation.
  71160. * @return a JSON representation
  71161. */
  71162. serialize(): any;
  71163. /**
  71164. * Parses the color curve from a json representation.
  71165. * @param source the JSON source to parse
  71166. * @return The parsed curves
  71167. */
  71168. static Parse(source: any): ColorCurves;
  71169. }
  71170. }
  71171. declare module BABYLON {
  71172. /**
  71173. * Interface to follow in your material defines to integrate easily the
  71174. * Image proccessing functions.
  71175. * @hidden
  71176. */
  71177. export interface IImageProcessingConfigurationDefines {
  71178. IMAGEPROCESSING: boolean;
  71179. VIGNETTE: boolean;
  71180. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71181. VIGNETTEBLENDMODEOPAQUE: boolean;
  71182. TONEMAPPING: boolean;
  71183. TONEMAPPING_ACES: boolean;
  71184. CONTRAST: boolean;
  71185. EXPOSURE: boolean;
  71186. COLORCURVES: boolean;
  71187. COLORGRADING: boolean;
  71188. COLORGRADING3D: boolean;
  71189. SAMPLER3DGREENDEPTH: boolean;
  71190. SAMPLER3DBGRMAP: boolean;
  71191. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71192. }
  71193. /**
  71194. * @hidden
  71195. */
  71196. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71197. IMAGEPROCESSING: boolean;
  71198. VIGNETTE: boolean;
  71199. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71200. VIGNETTEBLENDMODEOPAQUE: boolean;
  71201. TONEMAPPING: boolean;
  71202. TONEMAPPING_ACES: boolean;
  71203. CONTRAST: boolean;
  71204. COLORCURVES: boolean;
  71205. COLORGRADING: boolean;
  71206. COLORGRADING3D: boolean;
  71207. SAMPLER3DGREENDEPTH: boolean;
  71208. SAMPLER3DBGRMAP: boolean;
  71209. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71210. EXPOSURE: boolean;
  71211. constructor();
  71212. }
  71213. /**
  71214. * This groups together the common properties used for image processing either in direct forward pass
  71215. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71216. * or not.
  71217. */
  71218. export class ImageProcessingConfiguration {
  71219. /**
  71220. * Default tone mapping applied in BabylonJS.
  71221. */
  71222. static readonly TONEMAPPING_STANDARD: number;
  71223. /**
  71224. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71225. * to other engines rendering to increase portability.
  71226. */
  71227. static readonly TONEMAPPING_ACES: number;
  71228. /**
  71229. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71230. */
  71231. colorCurves: Nullable<ColorCurves>;
  71232. private _colorCurvesEnabled;
  71233. /**
  71234. * Gets wether the color curves effect is enabled.
  71235. */
  71236. /**
  71237. * Sets wether the color curves effect is enabled.
  71238. */
  71239. colorCurvesEnabled: boolean;
  71240. private _colorGradingTexture;
  71241. /**
  71242. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71243. */
  71244. /**
  71245. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71246. */
  71247. colorGradingTexture: Nullable<BaseTexture>;
  71248. private _colorGradingEnabled;
  71249. /**
  71250. * Gets wether the color grading effect is enabled.
  71251. */
  71252. /**
  71253. * Sets wether the color grading effect is enabled.
  71254. */
  71255. colorGradingEnabled: boolean;
  71256. private _colorGradingWithGreenDepth;
  71257. /**
  71258. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71259. */
  71260. /**
  71261. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71262. */
  71263. colorGradingWithGreenDepth: boolean;
  71264. private _colorGradingBGR;
  71265. /**
  71266. * Gets wether the color grading texture contains BGR values.
  71267. */
  71268. /**
  71269. * Sets wether the color grading texture contains BGR values.
  71270. */
  71271. colorGradingBGR: boolean;
  71272. /** @hidden */
  71273. _exposure: number;
  71274. /**
  71275. * Gets the Exposure used in the effect.
  71276. */
  71277. /**
  71278. * Sets the Exposure used in the effect.
  71279. */
  71280. exposure: number;
  71281. private _toneMappingEnabled;
  71282. /**
  71283. * Gets wether the tone mapping effect is enabled.
  71284. */
  71285. /**
  71286. * Sets wether the tone mapping effect is enabled.
  71287. */
  71288. toneMappingEnabled: boolean;
  71289. private _toneMappingType;
  71290. /**
  71291. * Gets the type of tone mapping effect.
  71292. */
  71293. /**
  71294. * Sets the type of tone mapping effect used in BabylonJS.
  71295. */
  71296. toneMappingType: number;
  71297. protected _contrast: number;
  71298. /**
  71299. * Gets the contrast used in the effect.
  71300. */
  71301. /**
  71302. * Sets the contrast used in the effect.
  71303. */
  71304. contrast: number;
  71305. /**
  71306. * Vignette stretch size.
  71307. */
  71308. vignetteStretch: number;
  71309. /**
  71310. * Vignette centre X Offset.
  71311. */
  71312. vignetteCentreX: number;
  71313. /**
  71314. * Vignette centre Y Offset.
  71315. */
  71316. vignetteCentreY: number;
  71317. /**
  71318. * Vignette weight or intensity of the vignette effect.
  71319. */
  71320. vignetteWeight: number;
  71321. /**
  71322. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  71323. * if vignetteEnabled is set to true.
  71324. */
  71325. vignetteColor: Color4;
  71326. /**
  71327. * Camera field of view used by the Vignette effect.
  71328. */
  71329. vignetteCameraFov: number;
  71330. private _vignetteBlendMode;
  71331. /**
  71332. * Gets the vignette blend mode allowing different kind of effect.
  71333. */
  71334. /**
  71335. * Sets the vignette blend mode allowing different kind of effect.
  71336. */
  71337. vignetteBlendMode: number;
  71338. private _vignetteEnabled;
  71339. /**
  71340. * Gets wether the vignette effect is enabled.
  71341. */
  71342. /**
  71343. * Sets wether the vignette effect is enabled.
  71344. */
  71345. vignetteEnabled: boolean;
  71346. private _applyByPostProcess;
  71347. /**
  71348. * Gets wether the image processing is applied through a post process or not.
  71349. */
  71350. /**
  71351. * Sets wether the image processing is applied through a post process or not.
  71352. */
  71353. applyByPostProcess: boolean;
  71354. private _isEnabled;
  71355. /**
  71356. * Gets wether the image processing is enabled or not.
  71357. */
  71358. /**
  71359. * Sets wether the image processing is enabled or not.
  71360. */
  71361. isEnabled: boolean;
  71362. /**
  71363. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  71364. */
  71365. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  71366. /**
  71367. * Method called each time the image processing information changes requires to recompile the effect.
  71368. */
  71369. protected _updateParameters(): void;
  71370. /**
  71371. * Gets the current class name.
  71372. * @return "ImageProcessingConfiguration"
  71373. */
  71374. getClassName(): string;
  71375. /**
  71376. * Prepare the list of uniforms associated with the Image Processing effects.
  71377. * @param uniforms The list of uniforms used in the effect
  71378. * @param defines the list of defines currently in use
  71379. */
  71380. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  71381. /**
  71382. * Prepare the list of samplers associated with the Image Processing effects.
  71383. * @param samplersList The list of uniforms used in the effect
  71384. * @param defines the list of defines currently in use
  71385. */
  71386. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  71387. /**
  71388. * Prepare the list of defines associated to the shader.
  71389. * @param defines the list of defines to complete
  71390. * @param forPostProcess Define if we are currently in post process mode or not
  71391. */
  71392. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  71393. /**
  71394. * Returns true if all the image processing information are ready.
  71395. * @returns True if ready, otherwise, false
  71396. */
  71397. isReady(): boolean;
  71398. /**
  71399. * Binds the image processing to the shader.
  71400. * @param effect The effect to bind to
  71401. * @param aspectRatio Define the current aspect ratio of the effect
  71402. */
  71403. bind(effect: Effect, aspectRatio?: number): void;
  71404. /**
  71405. * Clones the current image processing instance.
  71406. * @return The cloned image processing
  71407. */
  71408. clone(): ImageProcessingConfiguration;
  71409. /**
  71410. * Serializes the current image processing instance to a json representation.
  71411. * @return a JSON representation
  71412. */
  71413. serialize(): any;
  71414. /**
  71415. * Parses the image processing from a json representation.
  71416. * @param source the JSON source to parse
  71417. * @return The parsed image processing
  71418. */
  71419. static Parse(source: any): ImageProcessingConfiguration;
  71420. private static _VIGNETTEMODE_MULTIPLY;
  71421. private static _VIGNETTEMODE_OPAQUE;
  71422. /**
  71423. * Used to apply the vignette as a mix with the pixel color.
  71424. */
  71425. static readonly VIGNETTEMODE_MULTIPLY: number;
  71426. /**
  71427. * Used to apply the vignette as a replacement of the pixel color.
  71428. */
  71429. static readonly VIGNETTEMODE_OPAQUE: number;
  71430. }
  71431. }
  71432. declare module BABYLON {
  71433. /** @hidden */
  71434. export var postprocessVertexShader: {
  71435. name: string;
  71436. shader: string;
  71437. };
  71438. }
  71439. declare module BABYLON {
  71440. /** Defines supported spaces */
  71441. export enum Space {
  71442. /** Local (object) space */
  71443. LOCAL = 0,
  71444. /** World space */
  71445. WORLD = 1,
  71446. /** Bone space */
  71447. BONE = 2
  71448. }
  71449. /** Defines the 3 main axes */
  71450. export class Axis {
  71451. /** X axis */
  71452. static X: Vector3;
  71453. /** Y axis */
  71454. static Y: Vector3;
  71455. /** Z axis */
  71456. static Z: Vector3;
  71457. }
  71458. }
  71459. declare module BABYLON {
  71460. /**
  71461. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  71462. * This is the base of the follow, arc rotate cameras and Free camera
  71463. * @see http://doc.babylonjs.com/features/cameras
  71464. */
  71465. export class TargetCamera extends Camera {
  71466. private static _RigCamTransformMatrix;
  71467. private static _TargetTransformMatrix;
  71468. private static _TargetFocalPoint;
  71469. /**
  71470. * Define the current direction the camera is moving to
  71471. */
  71472. cameraDirection: Vector3;
  71473. /**
  71474. * Define the current rotation the camera is rotating to
  71475. */
  71476. cameraRotation: Vector2;
  71477. /**
  71478. * When set, the up vector of the camera will be updated by the rotation of the camera
  71479. */
  71480. updateUpVectorFromRotation: boolean;
  71481. private _tmpQuaternion;
  71482. /**
  71483. * Define the current rotation of the camera
  71484. */
  71485. rotation: Vector3;
  71486. /**
  71487. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  71488. */
  71489. rotationQuaternion: Quaternion;
  71490. /**
  71491. * Define the current speed of the camera
  71492. */
  71493. speed: number;
  71494. /**
  71495. * Add cconstraint to the camera to prevent it to move freely in all directions and
  71496. * around all axis.
  71497. */
  71498. noRotationConstraint: boolean;
  71499. /**
  71500. * Define the current target of the camera as an object or a position.
  71501. */
  71502. lockedTarget: any;
  71503. /** @hidden */
  71504. _currentTarget: Vector3;
  71505. /** @hidden */
  71506. _initialFocalDistance: number;
  71507. /** @hidden */
  71508. _viewMatrix: Matrix;
  71509. /** @hidden */
  71510. _camMatrix: Matrix;
  71511. /** @hidden */
  71512. _cameraTransformMatrix: Matrix;
  71513. /** @hidden */
  71514. _cameraRotationMatrix: Matrix;
  71515. /** @hidden */
  71516. _referencePoint: Vector3;
  71517. /** @hidden */
  71518. _transformedReferencePoint: Vector3;
  71519. protected _globalCurrentTarget: Vector3;
  71520. protected _globalCurrentUpVector: Vector3;
  71521. /** @hidden */
  71522. _reset: () => void;
  71523. private _defaultUp;
  71524. /**
  71525. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  71526. * This is the base of the follow, arc rotate cameras and Free camera
  71527. * @see http://doc.babylonjs.com/features/cameras
  71528. * @param name Defines the name of the camera in the scene
  71529. * @param position Defines the start position of the camera in the scene
  71530. * @param scene Defines the scene the camera belongs to
  71531. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  71532. */
  71533. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  71534. /**
  71535. * Gets the position in front of the camera at a given distance.
  71536. * @param distance The distance from the camera we want the position to be
  71537. * @returns the position
  71538. */
  71539. getFrontPosition(distance: number): Vector3;
  71540. /** @hidden */
  71541. _getLockedTargetPosition(): Nullable<Vector3>;
  71542. private _storedPosition;
  71543. private _storedRotation;
  71544. private _storedRotationQuaternion;
  71545. /**
  71546. * Store current camera state of the camera (fov, position, rotation, etc..)
  71547. * @returns the camera
  71548. */
  71549. storeState(): Camera;
  71550. /**
  71551. * Restored camera state. You must call storeState() first
  71552. * @returns whether it was successful or not
  71553. * @hidden
  71554. */
  71555. _restoreStateValues(): boolean;
  71556. /** @hidden */
  71557. _initCache(): void;
  71558. /** @hidden */
  71559. _updateCache(ignoreParentClass?: boolean): void;
  71560. /** @hidden */
  71561. _isSynchronizedViewMatrix(): boolean;
  71562. /** @hidden */
  71563. _computeLocalCameraSpeed(): number;
  71564. /**
  71565. * Defines the target the camera should look at.
  71566. * @param target Defines the new target as a Vector or a mesh
  71567. */
  71568. setTarget(target: Vector3): void;
  71569. /**
  71570. * Return the current target position of the camera. This value is expressed in local space.
  71571. * @returns the target position
  71572. */
  71573. getTarget(): Vector3;
  71574. /** @hidden */
  71575. _decideIfNeedsToMove(): boolean;
  71576. /** @hidden */
  71577. _updatePosition(): void;
  71578. /** @hidden */
  71579. _checkInputs(): void;
  71580. protected _updateCameraRotationMatrix(): void;
  71581. /**
  71582. * 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)
  71583. * @returns the current camera
  71584. */
  71585. private _rotateUpVectorWithCameraRotationMatrix;
  71586. private _cachedRotationZ;
  71587. private _cachedQuaternionRotationZ;
  71588. /** @hidden */
  71589. _getViewMatrix(): Matrix;
  71590. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  71591. /**
  71592. * @hidden
  71593. */
  71594. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  71595. /**
  71596. * @hidden
  71597. */
  71598. _updateRigCameras(): void;
  71599. private _getRigCamPositionAndTarget;
  71600. /**
  71601. * Gets the current object class name.
  71602. * @return the class name
  71603. */
  71604. getClassName(): string;
  71605. }
  71606. }
  71607. declare module BABYLON {
  71608. /**
  71609. * Gather the list of keyboard event types as constants.
  71610. */
  71611. export class KeyboardEventTypes {
  71612. /**
  71613. * The keydown event is fired when a key becomes active (pressed).
  71614. */
  71615. static readonly KEYDOWN: number;
  71616. /**
  71617. * The keyup event is fired when a key has been released.
  71618. */
  71619. static readonly KEYUP: number;
  71620. }
  71621. /**
  71622. * This class is used to store keyboard related info for the onKeyboardObservable event.
  71623. */
  71624. export class KeyboardInfo {
  71625. /**
  71626. * Defines the type of event (KeyboardEventTypes)
  71627. */
  71628. type: number;
  71629. /**
  71630. * Defines the related dom event
  71631. */
  71632. event: KeyboardEvent;
  71633. /**
  71634. * Instantiates a new keyboard info.
  71635. * This class is used to store keyboard related info for the onKeyboardObservable event.
  71636. * @param type Defines the type of event (KeyboardEventTypes)
  71637. * @param event Defines the related dom event
  71638. */
  71639. constructor(
  71640. /**
  71641. * Defines the type of event (KeyboardEventTypes)
  71642. */
  71643. type: number,
  71644. /**
  71645. * Defines the related dom event
  71646. */
  71647. event: KeyboardEvent);
  71648. }
  71649. /**
  71650. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  71651. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  71652. */
  71653. export class KeyboardInfoPre extends KeyboardInfo {
  71654. /**
  71655. * Defines the type of event (KeyboardEventTypes)
  71656. */
  71657. type: number;
  71658. /**
  71659. * Defines the related dom event
  71660. */
  71661. event: KeyboardEvent;
  71662. /**
  71663. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  71664. */
  71665. skipOnPointerObservable: boolean;
  71666. /**
  71667. * Instantiates a new keyboard pre info.
  71668. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  71669. * @param type Defines the type of event (KeyboardEventTypes)
  71670. * @param event Defines the related dom event
  71671. */
  71672. constructor(
  71673. /**
  71674. * Defines the type of event (KeyboardEventTypes)
  71675. */
  71676. type: number,
  71677. /**
  71678. * Defines the related dom event
  71679. */
  71680. event: KeyboardEvent);
  71681. }
  71682. }
  71683. declare module BABYLON {
  71684. /**
  71685. * Manage the keyboard inputs to control the movement of a free camera.
  71686. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71687. */
  71688. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  71689. /**
  71690. * Defines the camera the input is attached to.
  71691. */
  71692. camera: FreeCamera;
  71693. /**
  71694. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  71695. */
  71696. keysUp: number[];
  71697. /**
  71698. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  71699. */
  71700. keysDown: number[];
  71701. /**
  71702. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  71703. */
  71704. keysLeft: number[];
  71705. /**
  71706. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  71707. */
  71708. keysRight: number[];
  71709. private _keys;
  71710. private _onCanvasBlurObserver;
  71711. private _onKeyboardObserver;
  71712. private _engine;
  71713. private _scene;
  71714. /**
  71715. * Attach the input controls to a specific dom element to get the input from.
  71716. * @param element Defines the element the controls should be listened from
  71717. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71718. */
  71719. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  71720. /**
  71721. * Detach the current controls from the specified dom element.
  71722. * @param element Defines the element to stop listening the inputs from
  71723. */
  71724. detachControl(element: Nullable<HTMLElement>): void;
  71725. /**
  71726. * Update the current camera state depending on the inputs that have been used this frame.
  71727. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71728. */
  71729. checkInputs(): void;
  71730. /**
  71731. * Gets the class name of the current intput.
  71732. * @returns the class name
  71733. */
  71734. getClassName(): string;
  71735. /** @hidden */
  71736. _onLostFocus(): void;
  71737. /**
  71738. * Get the friendly name associated with the input class.
  71739. * @returns the input friendly name
  71740. */
  71741. getSimpleName(): string;
  71742. }
  71743. }
  71744. declare module BABYLON {
  71745. /**
  71746. * Interface describing all the common properties and methods a shadow light needs to implement.
  71747. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  71748. * as well as binding the different shadow properties to the effects.
  71749. */
  71750. export interface IShadowLight extends Light {
  71751. /**
  71752. * The light id in the scene (used in scene.findLighById for instance)
  71753. */
  71754. id: string;
  71755. /**
  71756. * The position the shdow will be casted from.
  71757. */
  71758. position: Vector3;
  71759. /**
  71760. * In 2d mode (needCube being false), the direction used to cast the shadow.
  71761. */
  71762. direction: Vector3;
  71763. /**
  71764. * The transformed position. Position of the light in world space taking parenting in account.
  71765. */
  71766. transformedPosition: Vector3;
  71767. /**
  71768. * The transformed direction. Direction of the light in world space taking parenting in account.
  71769. */
  71770. transformedDirection: Vector3;
  71771. /**
  71772. * The friendly name of the light in the scene.
  71773. */
  71774. name: string;
  71775. /**
  71776. * Defines the shadow projection clipping minimum z value.
  71777. */
  71778. shadowMinZ: number;
  71779. /**
  71780. * Defines the shadow projection clipping maximum z value.
  71781. */
  71782. shadowMaxZ: number;
  71783. /**
  71784. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  71785. * @returns true if the information has been computed, false if it does not need to (no parenting)
  71786. */
  71787. computeTransformedInformation(): boolean;
  71788. /**
  71789. * Gets the scene the light belongs to.
  71790. * @returns The scene
  71791. */
  71792. getScene(): Scene;
  71793. /**
  71794. * Callback defining a custom Projection Matrix Builder.
  71795. * This can be used to override the default projection matrix computation.
  71796. */
  71797. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  71798. /**
  71799. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  71800. * @param matrix The materix to updated with the projection information
  71801. * @param viewMatrix The transform matrix of the light
  71802. * @param renderList The list of mesh to render in the map
  71803. * @returns The current light
  71804. */
  71805. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  71806. /**
  71807. * Gets the current depth scale used in ESM.
  71808. * @returns The scale
  71809. */
  71810. getDepthScale(): number;
  71811. /**
  71812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  71813. * @returns true if a cube texture needs to be use
  71814. */
  71815. needCube(): boolean;
  71816. /**
  71817. * Detects if the projection matrix requires to be recomputed this frame.
  71818. * @returns true if it requires to be recomputed otherwise, false.
  71819. */
  71820. needProjectionMatrixCompute(): boolean;
  71821. /**
  71822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  71823. */
  71824. forceProjectionMatrixCompute(): void;
  71825. /**
  71826. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  71827. * @param faceIndex The index of the face we are computed the direction to generate shadow
  71828. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  71829. */
  71830. getShadowDirection(faceIndex?: number): Vector3;
  71831. /**
  71832. * Gets the minZ used for shadow according to both the scene and the light.
  71833. * @param activeCamera The camera we are returning the min for
  71834. * @returns the depth min z
  71835. */
  71836. getDepthMinZ(activeCamera: Camera): number;
  71837. /**
  71838. * Gets the maxZ used for shadow according to both the scene and the light.
  71839. * @param activeCamera The camera we are returning the max for
  71840. * @returns the depth max z
  71841. */
  71842. getDepthMaxZ(activeCamera: Camera): number;
  71843. }
  71844. /**
  71845. * Base implementation IShadowLight
  71846. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  71847. */
  71848. export abstract class ShadowLight extends Light implements IShadowLight {
  71849. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  71850. protected _position: Vector3;
  71851. protected _setPosition(value: Vector3): void;
  71852. /**
  71853. * Sets the position the shadow will be casted from. Also use as the light position for both
  71854. * point and spot lights.
  71855. */
  71856. /**
  71857. * Sets the position the shadow will be casted from. Also use as the light position for both
  71858. * point and spot lights.
  71859. */
  71860. position: Vector3;
  71861. protected _direction: Vector3;
  71862. protected _setDirection(value: Vector3): void;
  71863. /**
  71864. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  71865. * Also use as the light direction on spot and directional lights.
  71866. */
  71867. /**
  71868. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  71869. * Also use as the light direction on spot and directional lights.
  71870. */
  71871. direction: Vector3;
  71872. private _shadowMinZ;
  71873. /**
  71874. * Gets the shadow projection clipping minimum z value.
  71875. */
  71876. /**
  71877. * Sets the shadow projection clipping minimum z value.
  71878. */
  71879. shadowMinZ: number;
  71880. private _shadowMaxZ;
  71881. /**
  71882. * Sets the shadow projection clipping maximum z value.
  71883. */
  71884. /**
  71885. * Gets the shadow projection clipping maximum z value.
  71886. */
  71887. shadowMaxZ: number;
  71888. /**
  71889. * Callback defining a custom Projection Matrix Builder.
  71890. * This can be used to override the default projection matrix computation.
  71891. */
  71892. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  71893. /**
  71894. * The transformed position. Position of the light in world space taking parenting in account.
  71895. */
  71896. transformedPosition: Vector3;
  71897. /**
  71898. * The transformed direction. Direction of the light in world space taking parenting in account.
  71899. */
  71900. transformedDirection: Vector3;
  71901. private _needProjectionMatrixCompute;
  71902. /**
  71903. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  71904. * @returns true if the information has been computed, false if it does not need to (no parenting)
  71905. */
  71906. computeTransformedInformation(): boolean;
  71907. /**
  71908. * Return the depth scale used for the shadow map.
  71909. * @returns the depth scale.
  71910. */
  71911. getDepthScale(): number;
  71912. /**
  71913. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  71914. * @param faceIndex The index of the face we are computed the direction to generate shadow
  71915. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  71916. */
  71917. getShadowDirection(faceIndex?: number): Vector3;
  71918. /**
  71919. * Returns the ShadowLight absolute position in the World.
  71920. * @returns the position vector in world space
  71921. */
  71922. getAbsolutePosition(): Vector3;
  71923. /**
  71924. * Sets the ShadowLight direction toward the passed target.
  71925. * @param target The point to target in local space
  71926. * @returns the updated ShadowLight direction
  71927. */
  71928. setDirectionToTarget(target: Vector3): Vector3;
  71929. /**
  71930. * Returns the light rotation in euler definition.
  71931. * @returns the x y z rotation in local space.
  71932. */
  71933. getRotation(): Vector3;
  71934. /**
  71935. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  71936. * @returns true if a cube texture needs to be use
  71937. */
  71938. needCube(): boolean;
  71939. /**
  71940. * Detects if the projection matrix requires to be recomputed this frame.
  71941. * @returns true if it requires to be recomputed otherwise, false.
  71942. */
  71943. needProjectionMatrixCompute(): boolean;
  71944. /**
  71945. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  71946. */
  71947. forceProjectionMatrixCompute(): void;
  71948. /** @hidden */
  71949. _initCache(): void;
  71950. /** @hidden */
  71951. _isSynchronized(): boolean;
  71952. /**
  71953. * Computes the world matrix of the node
  71954. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  71955. * @returns the world matrix
  71956. */
  71957. computeWorldMatrix(force?: boolean): Matrix;
  71958. /**
  71959. * Gets the minZ used for shadow according to both the scene and the light.
  71960. * @param activeCamera The camera we are returning the min for
  71961. * @returns the depth min z
  71962. */
  71963. getDepthMinZ(activeCamera: Camera): number;
  71964. /**
  71965. * Gets the maxZ used for shadow according to both the scene and the light.
  71966. * @param activeCamera The camera we are returning the max for
  71967. * @returns the depth max z
  71968. */
  71969. getDepthMaxZ(activeCamera: Camera): number;
  71970. /**
  71971. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  71972. * @param matrix The materix to updated with the projection information
  71973. * @param viewMatrix The transform matrix of the light
  71974. * @param renderList The list of mesh to render in the map
  71975. * @returns The current light
  71976. */
  71977. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  71978. }
  71979. }
  71980. declare module BABYLON {
  71981. /**
  71982. * "Static Class" containing the most commonly used helper while dealing with material for
  71983. * rendering purpose.
  71984. *
  71985. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  71986. *
  71987. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  71988. */
  71989. export class MaterialHelper {
  71990. /**
  71991. * Bind the current view position to an effect.
  71992. * @param effect The effect to be bound
  71993. * @param scene The scene the eyes position is used from
  71994. */
  71995. static BindEyePosition(effect: Effect, scene: Scene): void;
  71996. /**
  71997. * Helps preparing the defines values about the UVs in used in the effect.
  71998. * UVs are shared as much as we can accross channels in the shaders.
  71999. * @param texture The texture we are preparing the UVs for
  72000. * @param defines The defines to update
  72001. * @param key The channel key "diffuse", "specular"... used in the shader
  72002. */
  72003. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72004. /**
  72005. * Binds a texture matrix value to its corrsponding uniform
  72006. * @param texture The texture to bind the matrix for
  72007. * @param uniformBuffer The uniform buffer receivin the data
  72008. * @param key The channel key "diffuse", "specular"... used in the shader
  72009. */
  72010. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72011. /**
  72012. * Gets the current status of the fog (should it be enabled?)
  72013. * @param mesh defines the mesh to evaluate for fog support
  72014. * @param scene defines the hosting scene
  72015. * @returns true if fog must be enabled
  72016. */
  72017. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72018. /**
  72019. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72020. * @param mesh defines the current mesh
  72021. * @param scene defines the current scene
  72022. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72023. * @param pointsCloud defines if point cloud rendering has to be turned on
  72024. * @param fogEnabled defines if fog has to be turned on
  72025. * @param alphaTest defines if alpha testing has to be turned on
  72026. * @param defines defines the current list of defines
  72027. */
  72028. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72029. /**
  72030. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72031. * @param scene defines the current scene
  72032. * @param engine defines the current engine
  72033. * @param defines specifies the list of active defines
  72034. * @param useInstances defines if instances have to be turned on
  72035. * @param useClipPlane defines if clip plane have to be turned on
  72036. */
  72037. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72038. /**
  72039. * Prepares the defines for bones
  72040. * @param mesh The mesh containing the geometry data we will draw
  72041. * @param defines The defines to update
  72042. */
  72043. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72044. /**
  72045. * Prepares the defines for morph targets
  72046. * @param mesh The mesh containing the geometry data we will draw
  72047. * @param defines The defines to update
  72048. */
  72049. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72050. /**
  72051. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72052. * @param mesh The mesh containing the geometry data we will draw
  72053. * @param defines The defines to update
  72054. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72055. * @param useBones Precise whether bones should be used or not (override mesh info)
  72056. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72057. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72058. * @returns false if defines are considered not dirty and have not been checked
  72059. */
  72060. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72061. /**
  72062. * Prepares the defines related to multiview
  72063. * @param scene The scene we are intending to draw
  72064. * @param defines The defines to update
  72065. */
  72066. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72067. /**
  72068. * Prepares the defines related to the light information passed in parameter
  72069. * @param scene The scene we are intending to draw
  72070. * @param mesh The mesh the effect is compiling for
  72071. * @param light The light the effect is compiling for
  72072. * @param lightIndex The index of the light
  72073. * @param defines The defines to update
  72074. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72075. * @param state Defines the current state regarding what is needed (normals, etc...)
  72076. */
  72077. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72078. needNormals: boolean;
  72079. needRebuild: boolean;
  72080. shadowEnabled: boolean;
  72081. specularEnabled: boolean;
  72082. lightmapMode: boolean;
  72083. }): void;
  72084. /**
  72085. * Prepares the defines related to the light information passed in parameter
  72086. * @param scene The scene we are intending to draw
  72087. * @param mesh The mesh the effect is compiling for
  72088. * @param defines The defines to update
  72089. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72090. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72091. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72092. * @returns true if normals will be required for the rest of the effect
  72093. */
  72094. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72095. /**
  72096. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72097. * @param lightIndex defines the light index
  72098. * @param uniformsList The uniform list
  72099. * @param samplersList The sampler list
  72100. * @param projectedLightTexture defines if projected texture must be used
  72101. * @param uniformBuffersList defines an optional list of uniform buffers
  72102. */
  72103. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72104. /**
  72105. * Prepares the uniforms and samplers list to be used in the effect
  72106. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72107. * @param samplersList The sampler list
  72108. * @param defines The defines helping in the list generation
  72109. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72110. */
  72111. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72112. /**
  72113. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72114. * @param defines The defines to update while falling back
  72115. * @param fallbacks The authorized effect fallbacks
  72116. * @param maxSimultaneousLights The maximum number of lights allowed
  72117. * @param rank the current rank of the Effect
  72118. * @returns The newly affected rank
  72119. */
  72120. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72121. private static _TmpMorphInfluencers;
  72122. /**
  72123. * Prepares the list of attributes required for morph targets according to the effect defines.
  72124. * @param attribs The current list of supported attribs
  72125. * @param mesh The mesh to prepare the morph targets attributes for
  72126. * @param influencers The number of influencers
  72127. */
  72128. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72129. /**
  72130. * Prepares the list of attributes required for morph targets according to the effect defines.
  72131. * @param attribs The current list of supported attribs
  72132. * @param mesh The mesh to prepare the morph targets attributes for
  72133. * @param defines The current Defines of the effect
  72134. */
  72135. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72136. /**
  72137. * Prepares the list of attributes required for bones according to the effect defines.
  72138. * @param attribs The current list of supported attribs
  72139. * @param mesh The mesh to prepare the bones attributes for
  72140. * @param defines The current Defines of the effect
  72141. * @param fallbacks The current efffect fallback strategy
  72142. */
  72143. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72144. /**
  72145. * Check and prepare the list of attributes required for instances according to the effect defines.
  72146. * @param attribs The current list of supported attribs
  72147. * @param defines The current MaterialDefines of the effect
  72148. */
  72149. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72150. /**
  72151. * Add the list of attributes required for instances to the attribs array.
  72152. * @param attribs The current list of supported attribs
  72153. */
  72154. static PushAttributesForInstances(attribs: string[]): void;
  72155. /**
  72156. * Binds the light shadow information to the effect for the given mesh.
  72157. * @param light The light containing the generator
  72158. * @param scene The scene the lights belongs to
  72159. * @param mesh The mesh we are binding the information to render
  72160. * @param lightIndex The light index in the effect used to render the mesh
  72161. * @param effect The effect we are binding the data to
  72162. */
  72163. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72164. /**
  72165. * Binds the light information to the effect.
  72166. * @param light The light containing the generator
  72167. * @param effect The effect we are binding the data to
  72168. * @param lightIndex The light index in the effect used to render
  72169. */
  72170. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72171. /**
  72172. * Binds the lights information from the scene to the effect for the given mesh.
  72173. * @param light Light to bind
  72174. * @param lightIndex Light index
  72175. * @param scene The scene where the light belongs to
  72176. * @param mesh The mesh we are binding the information to render
  72177. * @param effect The effect we are binding the data to
  72178. * @param useSpecular Defines if specular is supported
  72179. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72180. */
  72181. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72182. /**
  72183. * Binds the lights information from the scene to the effect for the given mesh.
  72184. * @param scene The scene the lights belongs to
  72185. * @param mesh The mesh we are binding the information to render
  72186. * @param effect The effect we are binding the data to
  72187. * @param defines The generated defines for the effect
  72188. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72189. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72190. */
  72191. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72192. private static _tempFogColor;
  72193. /**
  72194. * Binds the fog information from the scene to the effect for the given mesh.
  72195. * @param scene The scene the lights belongs to
  72196. * @param mesh The mesh we are binding the information to render
  72197. * @param effect The effect we are binding the data to
  72198. * @param linearSpace Defines if the fog effect is applied in linear space
  72199. */
  72200. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72201. /**
  72202. * Binds the bones information from the mesh to the effect.
  72203. * @param mesh The mesh we are binding the information to render
  72204. * @param effect The effect we are binding the data to
  72205. */
  72206. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72207. /**
  72208. * Binds the morph targets information from the mesh to the effect.
  72209. * @param abstractMesh The mesh we are binding the information to render
  72210. * @param effect The effect we are binding the data to
  72211. */
  72212. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72213. /**
  72214. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72215. * @param defines The generated defines used in the effect
  72216. * @param effect The effect we are binding the data to
  72217. * @param scene The scene we are willing to render with logarithmic scale for
  72218. */
  72219. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72220. /**
  72221. * Binds the clip plane information from the scene to the effect.
  72222. * @param scene The scene the clip plane information are extracted from
  72223. * @param effect The effect we are binding the data to
  72224. */
  72225. static BindClipPlane(effect: Effect, scene: Scene): void;
  72226. }
  72227. }
  72228. declare module BABYLON {
  72229. /** @hidden */
  72230. export var packingFunctions: {
  72231. name: string;
  72232. shader: string;
  72233. };
  72234. }
  72235. declare module BABYLON {
  72236. /** @hidden */
  72237. export var shadowMapPixelShader: {
  72238. name: string;
  72239. shader: string;
  72240. };
  72241. }
  72242. declare module BABYLON {
  72243. /** @hidden */
  72244. export var bonesDeclaration: {
  72245. name: string;
  72246. shader: string;
  72247. };
  72248. }
  72249. declare module BABYLON {
  72250. /** @hidden */
  72251. export var morphTargetsVertexGlobalDeclaration: {
  72252. name: string;
  72253. shader: string;
  72254. };
  72255. }
  72256. declare module BABYLON {
  72257. /** @hidden */
  72258. export var morphTargetsVertexDeclaration: {
  72259. name: string;
  72260. shader: string;
  72261. };
  72262. }
  72263. declare module BABYLON {
  72264. /** @hidden */
  72265. export var instancesDeclaration: {
  72266. name: string;
  72267. shader: string;
  72268. };
  72269. }
  72270. declare module BABYLON {
  72271. /** @hidden */
  72272. export var helperFunctions: {
  72273. name: string;
  72274. shader: string;
  72275. };
  72276. }
  72277. declare module BABYLON {
  72278. /** @hidden */
  72279. export var morphTargetsVertex: {
  72280. name: string;
  72281. shader: string;
  72282. };
  72283. }
  72284. declare module BABYLON {
  72285. /** @hidden */
  72286. export var instancesVertex: {
  72287. name: string;
  72288. shader: string;
  72289. };
  72290. }
  72291. declare module BABYLON {
  72292. /** @hidden */
  72293. export var bonesVertex: {
  72294. name: string;
  72295. shader: string;
  72296. };
  72297. }
  72298. declare module BABYLON {
  72299. /** @hidden */
  72300. export var shadowMapVertexShader: {
  72301. name: string;
  72302. shader: string;
  72303. };
  72304. }
  72305. declare module BABYLON {
  72306. /** @hidden */
  72307. export var depthBoxBlurPixelShader: {
  72308. name: string;
  72309. shader: string;
  72310. };
  72311. }
  72312. declare module BABYLON {
  72313. /**
  72314. * Defines the options associated with the creation of a custom shader for a shadow generator.
  72315. */
  72316. export interface ICustomShaderOptions {
  72317. /**
  72318. * Gets or sets the custom shader name to use
  72319. */
  72320. shaderName: string;
  72321. /**
  72322. * The list of attribute names used in the shader
  72323. */
  72324. attributes?: string[];
  72325. /**
  72326. * The list of unifrom names used in the shader
  72327. */
  72328. uniforms?: string[];
  72329. /**
  72330. * The list of sampler names used in the shader
  72331. */
  72332. samplers?: string[];
  72333. /**
  72334. * The list of defines used in the shader
  72335. */
  72336. defines?: string[];
  72337. }
  72338. /**
  72339. * Interface to implement to create a shadow generator compatible with BJS.
  72340. */
  72341. export interface IShadowGenerator {
  72342. /**
  72343. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  72344. * @returns The render target texture if present otherwise, null
  72345. */
  72346. getShadowMap(): Nullable<RenderTargetTexture>;
  72347. /**
  72348. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  72349. * @returns The render target texture if the shadow map is present otherwise, null
  72350. */
  72351. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  72352. /**
  72353. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  72354. * @param subMesh The submesh we want to render in the shadow map
  72355. * @param useInstances Defines wether will draw in the map using instances
  72356. * @returns true if ready otherwise, false
  72357. */
  72358. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  72359. /**
  72360. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  72361. * @param defines Defines of the material we want to update
  72362. * @param lightIndex Index of the light in the enabled light list of the material
  72363. */
  72364. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  72365. /**
  72366. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  72367. * defined in the generator but impacting the effect).
  72368. * It implies the unifroms available on the materials are the standard BJS ones.
  72369. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  72370. * @param effect The effect we are binfing the information for
  72371. */
  72372. bindShadowLight(lightIndex: string, effect: Effect): void;
  72373. /**
  72374. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  72375. * (eq to shadow prjection matrix * light transform matrix)
  72376. * @returns The transform matrix used to create the shadow map
  72377. */
  72378. getTransformMatrix(): Matrix;
  72379. /**
  72380. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  72381. * Cube and 2D textures for instance.
  72382. */
  72383. recreateShadowMap(): void;
  72384. /**
  72385. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72386. * @param onCompiled Callback triggered at the and of the effects compilation
  72387. * @param options Sets of optional options forcing the compilation with different modes
  72388. */
  72389. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  72390. useInstances: boolean;
  72391. }>): void;
  72392. /**
  72393. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72394. * @param options Sets of optional options forcing the compilation with different modes
  72395. * @returns A promise that resolves when the compilation completes
  72396. */
  72397. forceCompilationAsync(options?: Partial<{
  72398. useInstances: boolean;
  72399. }>): Promise<void>;
  72400. /**
  72401. * Serializes the shadow generator setup to a json object.
  72402. * @returns The serialized JSON object
  72403. */
  72404. serialize(): any;
  72405. /**
  72406. * Disposes the Shadow map and related Textures and effects.
  72407. */
  72408. dispose(): void;
  72409. }
  72410. /**
  72411. * Default implementation IShadowGenerator.
  72412. * This is the main object responsible of generating shadows in the framework.
  72413. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  72414. */
  72415. export class ShadowGenerator implements IShadowGenerator {
  72416. /**
  72417. * Shadow generator mode None: no filtering applied.
  72418. */
  72419. static readonly FILTER_NONE: number;
  72420. /**
  72421. * Shadow generator mode ESM: Exponential Shadow Mapping.
  72422. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72423. */
  72424. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  72425. /**
  72426. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  72427. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  72428. */
  72429. static readonly FILTER_POISSONSAMPLING: number;
  72430. /**
  72431. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  72432. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72433. */
  72434. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  72435. /**
  72436. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  72437. * edge artifacts on steep falloff.
  72438. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72439. */
  72440. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  72441. /**
  72442. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  72443. * edge artifacts on steep falloff.
  72444. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72445. */
  72446. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  72447. /**
  72448. * Shadow generator mode PCF: Percentage Closer Filtering
  72449. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72450. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  72451. */
  72452. static readonly FILTER_PCF: number;
  72453. /**
  72454. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  72455. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72456. * Contact Hardening
  72457. */
  72458. static readonly FILTER_PCSS: number;
  72459. /**
  72460. * Reserved for PCF and PCSS
  72461. * Highest Quality.
  72462. *
  72463. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  72464. *
  72465. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  72466. */
  72467. static readonly QUALITY_HIGH: number;
  72468. /**
  72469. * Reserved for PCF and PCSS
  72470. * Good tradeoff for quality/perf cross devices
  72471. *
  72472. * Execute PCF on a 3*3 kernel.
  72473. *
  72474. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  72475. */
  72476. static readonly QUALITY_MEDIUM: number;
  72477. /**
  72478. * Reserved for PCF and PCSS
  72479. * The lowest quality but the fastest.
  72480. *
  72481. * Execute PCF on a 1*1 kernel.
  72482. *
  72483. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  72484. */
  72485. static readonly QUALITY_LOW: number;
  72486. /** Gets or sets the custom shader name to use */
  72487. customShaderOptions: ICustomShaderOptions;
  72488. /**
  72489. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  72490. */
  72491. onBeforeShadowMapRenderObservable: Observable<Effect>;
  72492. /**
  72493. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  72494. */
  72495. onAfterShadowMapRenderObservable: Observable<Effect>;
  72496. /**
  72497. * Observable triggered before a mesh is rendered in the shadow map.
  72498. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  72499. */
  72500. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  72501. /**
  72502. * Observable triggered after a mesh is rendered in the shadow map.
  72503. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  72504. */
  72505. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  72506. private _bias;
  72507. /**
  72508. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  72509. */
  72510. /**
  72511. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  72512. */
  72513. bias: number;
  72514. private _normalBias;
  72515. /**
  72516. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72517. */
  72518. /**
  72519. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72520. */
  72521. normalBias: number;
  72522. private _blurBoxOffset;
  72523. /**
  72524. * Gets the blur box offset: offset applied during the blur pass.
  72525. * Only useful if useKernelBlur = false
  72526. */
  72527. /**
  72528. * Sets the blur box offset: offset applied during the blur pass.
  72529. * Only useful if useKernelBlur = false
  72530. */
  72531. blurBoxOffset: number;
  72532. private _blurScale;
  72533. /**
  72534. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  72535. * 2 means half of the size.
  72536. */
  72537. /**
  72538. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  72539. * 2 means half of the size.
  72540. */
  72541. blurScale: number;
  72542. private _blurKernel;
  72543. /**
  72544. * Gets the blur kernel: kernel size of the blur pass.
  72545. * Only useful if useKernelBlur = true
  72546. */
  72547. /**
  72548. * Sets the blur kernel: kernel size of the blur pass.
  72549. * Only useful if useKernelBlur = true
  72550. */
  72551. blurKernel: number;
  72552. private _useKernelBlur;
  72553. /**
  72554. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  72555. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  72556. */
  72557. /**
  72558. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  72559. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  72560. */
  72561. useKernelBlur: boolean;
  72562. private _depthScale;
  72563. /**
  72564. * Gets the depth scale used in ESM mode.
  72565. */
  72566. /**
  72567. * Sets the depth scale used in ESM mode.
  72568. * This can override the scale stored on the light.
  72569. */
  72570. depthScale: number;
  72571. private _filter;
  72572. /**
  72573. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  72574. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  72575. */
  72576. /**
  72577. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  72578. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  72579. */
  72580. filter: number;
  72581. /**
  72582. * Gets if the current filter is set to Poisson Sampling.
  72583. */
  72584. /**
  72585. * Sets the current filter to Poisson Sampling.
  72586. */
  72587. usePoissonSampling: boolean;
  72588. /**
  72589. * Gets if the current filter is set to ESM.
  72590. */
  72591. /**
  72592. * Sets the current filter is to ESM.
  72593. */
  72594. useExponentialShadowMap: boolean;
  72595. /**
  72596. * Gets if the current filter is set to filtered ESM.
  72597. */
  72598. /**
  72599. * Gets if the current filter is set to filtered ESM.
  72600. */
  72601. useBlurExponentialShadowMap: boolean;
  72602. /**
  72603. * Gets if the current filter is set to "close ESM" (using the inverse of the
  72604. * exponential to prevent steep falloff artifacts).
  72605. */
  72606. /**
  72607. * Sets the current filter to "close ESM" (using the inverse of the
  72608. * exponential to prevent steep falloff artifacts).
  72609. */
  72610. useCloseExponentialShadowMap: boolean;
  72611. /**
  72612. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  72613. * exponential to prevent steep falloff artifacts).
  72614. */
  72615. /**
  72616. * Sets the current filter to filtered "close ESM" (using the inverse of the
  72617. * exponential to prevent steep falloff artifacts).
  72618. */
  72619. useBlurCloseExponentialShadowMap: boolean;
  72620. /**
  72621. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  72622. */
  72623. /**
  72624. * Sets the current filter to "PCF" (percentage closer filtering).
  72625. */
  72626. usePercentageCloserFiltering: boolean;
  72627. private _filteringQuality;
  72628. /**
  72629. * Gets the PCF or PCSS Quality.
  72630. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  72631. */
  72632. /**
  72633. * Sets the PCF or PCSS Quality.
  72634. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  72635. */
  72636. filteringQuality: number;
  72637. /**
  72638. * Gets if the current filter is set to "PCSS" (contact hardening).
  72639. */
  72640. /**
  72641. * Sets the current filter to "PCSS" (contact hardening).
  72642. */
  72643. useContactHardeningShadow: boolean;
  72644. private _contactHardeningLightSizeUVRatio;
  72645. /**
  72646. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  72647. * Using a ratio helps keeping shape stability independently of the map size.
  72648. *
  72649. * It does not account for the light projection as it was having too much
  72650. * instability during the light setup or during light position changes.
  72651. *
  72652. * Only valid if useContactHardeningShadow is true.
  72653. */
  72654. /**
  72655. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  72656. * Using a ratio helps keeping shape stability independently of the map size.
  72657. *
  72658. * It does not account for the light projection as it was having too much
  72659. * instability during the light setup or during light position changes.
  72660. *
  72661. * Only valid if useContactHardeningShadow is true.
  72662. */
  72663. contactHardeningLightSizeUVRatio: number;
  72664. private _darkness;
  72665. /** Gets or sets the actual darkness of a shadow */
  72666. darkness: number;
  72667. /**
  72668. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  72669. * 0 means strongest and 1 would means no shadow.
  72670. * @returns the darkness.
  72671. */
  72672. getDarkness(): number;
  72673. /**
  72674. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  72675. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  72676. * @returns the shadow generator allowing fluent coding.
  72677. */
  72678. setDarkness(darkness: number): ShadowGenerator;
  72679. private _transparencyShadow;
  72680. /** Gets or sets the ability to have transparent shadow */
  72681. transparencyShadow: boolean;
  72682. /**
  72683. * Sets the ability to have transparent shadow (boolean).
  72684. * @param transparent True if transparent else False
  72685. * @returns the shadow generator allowing fluent coding
  72686. */
  72687. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  72688. private _shadowMap;
  72689. private _shadowMap2;
  72690. /**
  72691. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  72692. * @returns The render target texture if present otherwise, null
  72693. */
  72694. getShadowMap(): Nullable<RenderTargetTexture>;
  72695. /**
  72696. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  72697. * @returns The render target texture if the shadow map is present otherwise, null
  72698. */
  72699. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  72700. /**
  72701. * Gets the class name of that object
  72702. * @returns "ShadowGenerator"
  72703. */
  72704. getClassName(): string;
  72705. /**
  72706. * Helper function to add a mesh and its descendants to the list of shadow casters.
  72707. * @param mesh Mesh to add
  72708. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  72709. * @returns the Shadow Generator itself
  72710. */
  72711. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  72712. /**
  72713. * Helper function to remove a mesh and its descendants from the list of shadow casters
  72714. * @param mesh Mesh to remove
  72715. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  72716. * @returns the Shadow Generator itself
  72717. */
  72718. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  72719. /**
  72720. * Controls the extent to which the shadows fade out at the edge of the frustum
  72721. * Used only by directionals and spots
  72722. */
  72723. frustumEdgeFalloff: number;
  72724. private _light;
  72725. /**
  72726. * Returns the associated light object.
  72727. * @returns the light generating the shadow
  72728. */
  72729. getLight(): IShadowLight;
  72730. /**
  72731. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  72732. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  72733. * It might on the other hand introduce peter panning.
  72734. */
  72735. forceBackFacesOnly: boolean;
  72736. private _scene;
  72737. private _lightDirection;
  72738. private _effect;
  72739. private _viewMatrix;
  72740. private _projectionMatrix;
  72741. private _transformMatrix;
  72742. private _cachedPosition;
  72743. private _cachedDirection;
  72744. private _cachedDefines;
  72745. private _currentRenderID;
  72746. private _boxBlurPostprocess;
  72747. private _kernelBlurXPostprocess;
  72748. private _kernelBlurYPostprocess;
  72749. private _blurPostProcesses;
  72750. private _mapSize;
  72751. private _currentFaceIndex;
  72752. private _currentFaceIndexCache;
  72753. private _textureType;
  72754. private _defaultTextureMatrix;
  72755. /** @hidden */
  72756. static _SceneComponentInitialization: (scene: Scene) => void;
  72757. /**
  72758. * Creates a ShadowGenerator object.
  72759. * A ShadowGenerator is the required tool to use the shadows.
  72760. * Each light casting shadows needs to use its own ShadowGenerator.
  72761. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  72762. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  72763. * @param light The light object generating the shadows.
  72764. * @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.
  72765. */
  72766. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  72767. private _initializeGenerator;
  72768. private _initializeShadowMap;
  72769. private _initializeBlurRTTAndPostProcesses;
  72770. private _renderForShadowMap;
  72771. private _renderSubMeshForShadowMap;
  72772. private _applyFilterValues;
  72773. /**
  72774. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72775. * @param onCompiled Callback triggered at the and of the effects compilation
  72776. * @param options Sets of optional options forcing the compilation with different modes
  72777. */
  72778. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  72779. useInstances: boolean;
  72780. }>): void;
  72781. /**
  72782. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72783. * @param options Sets of optional options forcing the compilation with different modes
  72784. * @returns A promise that resolves when the compilation completes
  72785. */
  72786. forceCompilationAsync(options?: Partial<{
  72787. useInstances: boolean;
  72788. }>): Promise<void>;
  72789. /**
  72790. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  72791. * @param subMesh The submesh we want to render in the shadow map
  72792. * @param useInstances Defines wether will draw in the map using instances
  72793. * @returns true if ready otherwise, false
  72794. */
  72795. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  72796. /**
  72797. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  72798. * @param defines Defines of the material we want to update
  72799. * @param lightIndex Index of the light in the enabled light list of the material
  72800. */
  72801. prepareDefines(defines: any, lightIndex: number): void;
  72802. /**
  72803. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  72804. * defined in the generator but impacting the effect).
  72805. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  72806. * @param effect The effect we are binfing the information for
  72807. */
  72808. bindShadowLight(lightIndex: string, effect: Effect): void;
  72809. /**
  72810. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  72811. * (eq to shadow prjection matrix * light transform matrix)
  72812. * @returns The transform matrix used to create the shadow map
  72813. */
  72814. getTransformMatrix(): Matrix;
  72815. /**
  72816. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  72817. * Cube and 2D textures for instance.
  72818. */
  72819. recreateShadowMap(): void;
  72820. private _disposeBlurPostProcesses;
  72821. private _disposeRTTandPostProcesses;
  72822. /**
  72823. * Disposes the ShadowGenerator.
  72824. * Returns nothing.
  72825. */
  72826. dispose(): void;
  72827. /**
  72828. * Serializes the shadow generator setup to a json object.
  72829. * @returns The serialized JSON object
  72830. */
  72831. serialize(): any;
  72832. /**
  72833. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  72834. * @param parsedShadowGenerator The JSON object to parse
  72835. * @param scene The scene to create the shadow map for
  72836. * @returns The parsed shadow generator
  72837. */
  72838. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  72839. }
  72840. }
  72841. declare module BABYLON {
  72842. /**
  72843. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  72844. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  72845. * 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.
  72846. */
  72847. export abstract class Light extends Node {
  72848. /**
  72849. * Falloff Default: light is falling off following the material specification:
  72850. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  72851. */
  72852. static readonly FALLOFF_DEFAULT: number;
  72853. /**
  72854. * Falloff Physical: light is falling off following the inverse squared distance law.
  72855. */
  72856. static readonly FALLOFF_PHYSICAL: number;
  72857. /**
  72858. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  72859. * to enhance interoperability with other engines.
  72860. */
  72861. static readonly FALLOFF_GLTF: number;
  72862. /**
  72863. * Falloff Standard: light is falling off like in the standard material
  72864. * to enhance interoperability with other materials.
  72865. */
  72866. static readonly FALLOFF_STANDARD: number;
  72867. /**
  72868. * If every light affecting the material is in this lightmapMode,
  72869. * material.lightmapTexture adds or multiplies
  72870. * (depends on material.useLightmapAsShadowmap)
  72871. * after every other light calculations.
  72872. */
  72873. static readonly LIGHTMAP_DEFAULT: number;
  72874. /**
  72875. * material.lightmapTexture as only diffuse lighting from this light
  72876. * adds only specular lighting from this light
  72877. * adds dynamic shadows
  72878. */
  72879. static readonly LIGHTMAP_SPECULAR: number;
  72880. /**
  72881. * material.lightmapTexture as only lighting
  72882. * no light calculation from this light
  72883. * only adds dynamic shadows from this light
  72884. */
  72885. static readonly LIGHTMAP_SHADOWSONLY: number;
  72886. /**
  72887. * Each light type uses the default quantity according to its type:
  72888. * point/spot lights use luminous intensity
  72889. * directional lights use illuminance
  72890. */
  72891. static readonly INTENSITYMODE_AUTOMATIC: number;
  72892. /**
  72893. * lumen (lm)
  72894. */
  72895. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  72896. /**
  72897. * candela (lm/sr)
  72898. */
  72899. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  72900. /**
  72901. * lux (lm/m^2)
  72902. */
  72903. static readonly INTENSITYMODE_ILLUMINANCE: number;
  72904. /**
  72905. * nit (cd/m^2)
  72906. */
  72907. static readonly INTENSITYMODE_LUMINANCE: number;
  72908. /**
  72909. * Light type const id of the point light.
  72910. */
  72911. static readonly LIGHTTYPEID_POINTLIGHT: number;
  72912. /**
  72913. * Light type const id of the directional light.
  72914. */
  72915. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  72916. /**
  72917. * Light type const id of the spot light.
  72918. */
  72919. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  72920. /**
  72921. * Light type const id of the hemispheric light.
  72922. */
  72923. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  72924. /**
  72925. * Diffuse gives the basic color to an object.
  72926. */
  72927. diffuse: Color3;
  72928. /**
  72929. * Specular produces a highlight color on an object.
  72930. * Note: This is note affecting PBR materials.
  72931. */
  72932. specular: Color3;
  72933. /**
  72934. * Defines the falloff type for this light. This lets overrriding how punctual light are
  72935. * falling off base on range or angle.
  72936. * This can be set to any values in Light.FALLOFF_x.
  72937. *
  72938. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  72939. * other types of materials.
  72940. */
  72941. falloffType: number;
  72942. /**
  72943. * Strength of the light.
  72944. * Note: By default it is define in the framework own unit.
  72945. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  72946. */
  72947. intensity: number;
  72948. private _range;
  72949. protected _inverseSquaredRange: number;
  72950. /**
  72951. * Defines how far from the source the light is impacting in scene units.
  72952. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  72953. */
  72954. /**
  72955. * Defines how far from the source the light is impacting in scene units.
  72956. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  72957. */
  72958. range: number;
  72959. /**
  72960. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  72961. * of light.
  72962. */
  72963. private _photometricScale;
  72964. private _intensityMode;
  72965. /**
  72966. * Gets the photometric scale used to interpret the intensity.
  72967. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  72968. */
  72969. /**
  72970. * Sets the photometric scale used to interpret the intensity.
  72971. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  72972. */
  72973. intensityMode: number;
  72974. private _radius;
  72975. /**
  72976. * Gets the light radius used by PBR Materials to simulate soft area lights.
  72977. */
  72978. /**
  72979. * sets the light radius used by PBR Materials to simulate soft area lights.
  72980. */
  72981. radius: number;
  72982. private _renderPriority;
  72983. /**
  72984. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  72985. * exceeding the number allowed of the materials.
  72986. */
  72987. renderPriority: number;
  72988. private _shadowEnabled;
  72989. /**
  72990. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  72991. * the current shadow generator.
  72992. */
  72993. /**
  72994. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  72995. * the current shadow generator.
  72996. */
  72997. shadowEnabled: boolean;
  72998. private _includedOnlyMeshes;
  72999. /**
  73000. * Gets the only meshes impacted by this light.
  73001. */
  73002. /**
  73003. * Sets the only meshes impacted by this light.
  73004. */
  73005. includedOnlyMeshes: AbstractMesh[];
  73006. private _excludedMeshes;
  73007. /**
  73008. * Gets the meshes not impacted by this light.
  73009. */
  73010. /**
  73011. * Sets the meshes not impacted by this light.
  73012. */
  73013. excludedMeshes: AbstractMesh[];
  73014. private _excludeWithLayerMask;
  73015. /**
  73016. * Gets the layer id use to find what meshes are not impacted by the light.
  73017. * Inactive if 0
  73018. */
  73019. /**
  73020. * Sets the layer id use to find what meshes are not impacted by the light.
  73021. * Inactive if 0
  73022. */
  73023. excludeWithLayerMask: number;
  73024. private _includeOnlyWithLayerMask;
  73025. /**
  73026. * Gets the layer id use to find what meshes are impacted by the light.
  73027. * Inactive if 0
  73028. */
  73029. /**
  73030. * Sets the layer id use to find what meshes are impacted by the light.
  73031. * Inactive if 0
  73032. */
  73033. includeOnlyWithLayerMask: number;
  73034. private _lightmapMode;
  73035. /**
  73036. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73037. */
  73038. /**
  73039. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73040. */
  73041. lightmapMode: number;
  73042. /**
  73043. * Shadow generator associted to the light.
  73044. * @hidden Internal use only.
  73045. */
  73046. _shadowGenerator: Nullable<IShadowGenerator>;
  73047. /**
  73048. * @hidden Internal use only.
  73049. */
  73050. _excludedMeshesIds: string[];
  73051. /**
  73052. * @hidden Internal use only.
  73053. */
  73054. _includedOnlyMeshesIds: string[];
  73055. /**
  73056. * The current light unifom buffer.
  73057. * @hidden Internal use only.
  73058. */
  73059. _uniformBuffer: UniformBuffer;
  73060. /**
  73061. * Creates a Light object in the scene.
  73062. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73063. * @param name The firendly name of the light
  73064. * @param scene The scene the light belongs too
  73065. */
  73066. constructor(name: string, scene: Scene);
  73067. protected abstract _buildUniformLayout(): void;
  73068. /**
  73069. * Sets the passed Effect "effect" with the Light information.
  73070. * @param effect The effect to update
  73071. * @param lightIndex The index of the light in the effect to update
  73072. * @returns The light
  73073. */
  73074. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73075. /**
  73076. * Returns the string "Light".
  73077. * @returns the class name
  73078. */
  73079. getClassName(): string;
  73080. /** @hidden */
  73081. readonly _isLight: boolean;
  73082. /**
  73083. * Converts the light information to a readable string for debug purpose.
  73084. * @param fullDetails Supports for multiple levels of logging within scene loading
  73085. * @returns the human readable light info
  73086. */
  73087. toString(fullDetails?: boolean): string;
  73088. /** @hidden */
  73089. protected _syncParentEnabledState(): void;
  73090. /**
  73091. * Set the enabled state of this node.
  73092. * @param value - the new enabled state
  73093. */
  73094. setEnabled(value: boolean): void;
  73095. /**
  73096. * Returns the Light associated shadow generator if any.
  73097. * @return the associated shadow generator.
  73098. */
  73099. getShadowGenerator(): Nullable<IShadowGenerator>;
  73100. /**
  73101. * Returns a Vector3, the absolute light position in the World.
  73102. * @returns the world space position of the light
  73103. */
  73104. getAbsolutePosition(): Vector3;
  73105. /**
  73106. * Specifies if the light will affect the passed mesh.
  73107. * @param mesh The mesh to test against the light
  73108. * @return true the mesh is affected otherwise, false.
  73109. */
  73110. canAffectMesh(mesh: AbstractMesh): boolean;
  73111. /**
  73112. * Sort function to order lights for rendering.
  73113. * @param a First Light object to compare to second.
  73114. * @param b Second Light object to compare first.
  73115. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73116. */
  73117. static CompareLightsPriority(a: Light, b: Light): number;
  73118. /**
  73119. * Releases resources associated with this node.
  73120. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73121. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73122. */
  73123. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73124. /**
  73125. * Returns the light type ID (integer).
  73126. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73127. */
  73128. getTypeID(): number;
  73129. /**
  73130. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73131. * @returns the scaled intensity in intensity mode unit
  73132. */
  73133. getScaledIntensity(): number;
  73134. /**
  73135. * Returns a new Light object, named "name", from the current one.
  73136. * @param name The name of the cloned light
  73137. * @returns the new created light
  73138. */
  73139. clone(name: string): Nullable<Light>;
  73140. /**
  73141. * Serializes the current light into a Serialization object.
  73142. * @returns the serialized object.
  73143. */
  73144. serialize(): any;
  73145. /**
  73146. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73147. * This new light is named "name" and added to the passed scene.
  73148. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73149. * @param name The friendly name of the light
  73150. * @param scene The scene the new light will belong to
  73151. * @returns the constructor function
  73152. */
  73153. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73154. /**
  73155. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73156. * @param parsedLight The JSON representation of the light
  73157. * @param scene The scene to create the parsed light in
  73158. * @returns the created light after parsing
  73159. */
  73160. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73161. private _hookArrayForExcluded;
  73162. private _hookArrayForIncludedOnly;
  73163. private _resyncMeshes;
  73164. /**
  73165. * Forces the meshes to update their light related information in their rendering used effects
  73166. * @hidden Internal Use Only
  73167. */
  73168. _markMeshesAsLightDirty(): void;
  73169. /**
  73170. * Recomputes the cached photometric scale if needed.
  73171. */
  73172. private _computePhotometricScale;
  73173. /**
  73174. * Returns the Photometric Scale according to the light type and intensity mode.
  73175. */
  73176. private _getPhotometricScale;
  73177. /**
  73178. * Reorder the light in the scene according to their defined priority.
  73179. * @hidden Internal Use Only
  73180. */
  73181. _reorderLightsInScene(): void;
  73182. /**
  73183. * Prepares the list of defines specific to the light type.
  73184. * @param defines the list of defines
  73185. * @param lightIndex defines the index of the light for the effect
  73186. */
  73187. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73188. }
  73189. }
  73190. declare module BABYLON {
  73191. /**
  73192. * Interface used to define Action
  73193. */
  73194. export interface IAction {
  73195. /**
  73196. * Trigger for the action
  73197. */
  73198. trigger: number;
  73199. /** Options of the trigger */
  73200. triggerOptions: any;
  73201. /**
  73202. * Gets the trigger parameters
  73203. * @returns the trigger parameters
  73204. */
  73205. getTriggerParameter(): any;
  73206. /**
  73207. * Internal only - executes current action event
  73208. * @hidden
  73209. */
  73210. _executeCurrent(evt?: ActionEvent): void;
  73211. /**
  73212. * Serialize placeholder for child classes
  73213. * @param parent of child
  73214. * @returns the serialized object
  73215. */
  73216. serialize(parent: any): any;
  73217. /**
  73218. * Internal only
  73219. * @hidden
  73220. */
  73221. _prepare(): void;
  73222. /**
  73223. * Internal only - manager for action
  73224. * @hidden
  73225. */
  73226. _actionManager: AbstractActionManager;
  73227. /**
  73228. * Adds action to chain of actions, may be a DoNothingAction
  73229. * @param action defines the next action to execute
  73230. * @returns The action passed in
  73231. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73232. */
  73233. then(action: IAction): IAction;
  73234. }
  73235. /**
  73236. * The action to be carried out following a trigger
  73237. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73238. */
  73239. export class Action implements IAction {
  73240. /** the trigger, with or without parameters, for the action */
  73241. triggerOptions: any;
  73242. /**
  73243. * Trigger for the action
  73244. */
  73245. trigger: number;
  73246. /**
  73247. * Internal only - manager for action
  73248. * @hidden
  73249. */
  73250. _actionManager: ActionManager;
  73251. private _nextActiveAction;
  73252. private _child;
  73253. private _condition?;
  73254. private _triggerParameter;
  73255. /**
  73256. * An event triggered prior to action being executed.
  73257. */
  73258. onBeforeExecuteObservable: Observable<Action>;
  73259. /**
  73260. * Creates a new Action
  73261. * @param triggerOptions the trigger, with or without parameters, for the action
  73262. * @param condition an optional determinant of action
  73263. */
  73264. constructor(
  73265. /** the trigger, with or without parameters, for the action */
  73266. triggerOptions: any, condition?: Condition);
  73267. /**
  73268. * Internal only
  73269. * @hidden
  73270. */
  73271. _prepare(): void;
  73272. /**
  73273. * Gets the trigger parameters
  73274. * @returns the trigger parameters
  73275. */
  73276. getTriggerParameter(): any;
  73277. /**
  73278. * Internal only - executes current action event
  73279. * @hidden
  73280. */
  73281. _executeCurrent(evt?: ActionEvent): void;
  73282. /**
  73283. * Execute placeholder for child classes
  73284. * @param evt optional action event
  73285. */
  73286. execute(evt?: ActionEvent): void;
  73287. /**
  73288. * Skips to next active action
  73289. */
  73290. skipToNextActiveAction(): void;
  73291. /**
  73292. * Adds action to chain of actions, may be a DoNothingAction
  73293. * @param action defines the next action to execute
  73294. * @returns The action passed in
  73295. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73296. */
  73297. then(action: Action): Action;
  73298. /**
  73299. * Internal only
  73300. * @hidden
  73301. */
  73302. _getProperty(propertyPath: string): string;
  73303. /**
  73304. * Internal only
  73305. * @hidden
  73306. */
  73307. _getEffectiveTarget(target: any, propertyPath: string): any;
  73308. /**
  73309. * Serialize placeholder for child classes
  73310. * @param parent of child
  73311. * @returns the serialized object
  73312. */
  73313. serialize(parent: any): any;
  73314. /**
  73315. * Internal only called by serialize
  73316. * @hidden
  73317. */
  73318. protected _serialize(serializedAction: any, parent?: any): any;
  73319. /**
  73320. * Internal only
  73321. * @hidden
  73322. */
  73323. static _SerializeValueAsString: (value: any) => string;
  73324. /**
  73325. * Internal only
  73326. * @hidden
  73327. */
  73328. static _GetTargetProperty: (target: Node | Scene) => {
  73329. name: string;
  73330. targetType: string;
  73331. value: string;
  73332. };
  73333. }
  73334. }
  73335. declare module BABYLON {
  73336. /**
  73337. * A Condition applied to an Action
  73338. */
  73339. export class Condition {
  73340. /**
  73341. * Internal only - manager for action
  73342. * @hidden
  73343. */
  73344. _actionManager: ActionManager;
  73345. /**
  73346. * Internal only
  73347. * @hidden
  73348. */
  73349. _evaluationId: number;
  73350. /**
  73351. * Internal only
  73352. * @hidden
  73353. */
  73354. _currentResult: boolean;
  73355. /**
  73356. * Creates a new Condition
  73357. * @param actionManager the manager of the action the condition is applied to
  73358. */
  73359. constructor(actionManager: ActionManager);
  73360. /**
  73361. * Check if the current condition is valid
  73362. * @returns a boolean
  73363. */
  73364. isValid(): boolean;
  73365. /**
  73366. * Internal only
  73367. * @hidden
  73368. */
  73369. _getProperty(propertyPath: string): string;
  73370. /**
  73371. * Internal only
  73372. * @hidden
  73373. */
  73374. _getEffectiveTarget(target: any, propertyPath: string): any;
  73375. /**
  73376. * Serialize placeholder for child classes
  73377. * @returns the serialized object
  73378. */
  73379. serialize(): any;
  73380. /**
  73381. * Internal only
  73382. * @hidden
  73383. */
  73384. protected _serialize(serializedCondition: any): any;
  73385. }
  73386. /**
  73387. * Defines specific conditional operators as extensions of Condition
  73388. */
  73389. export class ValueCondition extends Condition {
  73390. /** path to specify the property of the target the conditional operator uses */
  73391. propertyPath: string;
  73392. /** the value compared by the conditional operator against the current value of the property */
  73393. value: any;
  73394. /** the conditional operator, default ValueCondition.IsEqual */
  73395. operator: number;
  73396. /**
  73397. * Internal only
  73398. * @hidden
  73399. */
  73400. private static _IsEqual;
  73401. /**
  73402. * Internal only
  73403. * @hidden
  73404. */
  73405. private static _IsDifferent;
  73406. /**
  73407. * Internal only
  73408. * @hidden
  73409. */
  73410. private static _IsGreater;
  73411. /**
  73412. * Internal only
  73413. * @hidden
  73414. */
  73415. private static _IsLesser;
  73416. /**
  73417. * returns the number for IsEqual
  73418. */
  73419. static readonly IsEqual: number;
  73420. /**
  73421. * Returns the number for IsDifferent
  73422. */
  73423. static readonly IsDifferent: number;
  73424. /**
  73425. * Returns the number for IsGreater
  73426. */
  73427. static readonly IsGreater: number;
  73428. /**
  73429. * Returns the number for IsLesser
  73430. */
  73431. static readonly IsLesser: number;
  73432. /**
  73433. * Internal only The action manager for the condition
  73434. * @hidden
  73435. */
  73436. _actionManager: ActionManager;
  73437. /**
  73438. * Internal only
  73439. * @hidden
  73440. */
  73441. private _target;
  73442. /**
  73443. * Internal only
  73444. * @hidden
  73445. */
  73446. private _effectiveTarget;
  73447. /**
  73448. * Internal only
  73449. * @hidden
  73450. */
  73451. private _property;
  73452. /**
  73453. * Creates a new ValueCondition
  73454. * @param actionManager manager for the action the condition applies to
  73455. * @param target for the action
  73456. * @param propertyPath path to specify the property of the target the conditional operator uses
  73457. * @param value the value compared by the conditional operator against the current value of the property
  73458. * @param operator the conditional operator, default ValueCondition.IsEqual
  73459. */
  73460. constructor(actionManager: ActionManager, target: any,
  73461. /** path to specify the property of the target the conditional operator uses */
  73462. propertyPath: string,
  73463. /** the value compared by the conditional operator against the current value of the property */
  73464. value: any,
  73465. /** the conditional operator, default ValueCondition.IsEqual */
  73466. operator?: number);
  73467. /**
  73468. * Compares the given value with the property value for the specified conditional operator
  73469. * @returns the result of the comparison
  73470. */
  73471. isValid(): boolean;
  73472. /**
  73473. * Serialize the ValueCondition into a JSON compatible object
  73474. * @returns serialization object
  73475. */
  73476. serialize(): any;
  73477. /**
  73478. * Gets the name of the conditional operator for the ValueCondition
  73479. * @param operator the conditional operator
  73480. * @returns the name
  73481. */
  73482. static GetOperatorName(operator: number): string;
  73483. }
  73484. /**
  73485. * Defines a predicate condition as an extension of Condition
  73486. */
  73487. export class PredicateCondition extends Condition {
  73488. /** defines the predicate function used to validate the condition */
  73489. predicate: () => boolean;
  73490. /**
  73491. * Internal only - manager for action
  73492. * @hidden
  73493. */
  73494. _actionManager: ActionManager;
  73495. /**
  73496. * Creates a new PredicateCondition
  73497. * @param actionManager manager for the action the condition applies to
  73498. * @param predicate defines the predicate function used to validate the condition
  73499. */
  73500. constructor(actionManager: ActionManager,
  73501. /** defines the predicate function used to validate the condition */
  73502. predicate: () => boolean);
  73503. /**
  73504. * @returns the validity of the predicate condition
  73505. */
  73506. isValid(): boolean;
  73507. }
  73508. /**
  73509. * Defines a state condition as an extension of Condition
  73510. */
  73511. export class StateCondition extends Condition {
  73512. /** Value to compare with target state */
  73513. value: string;
  73514. /**
  73515. * Internal only - manager for action
  73516. * @hidden
  73517. */
  73518. _actionManager: ActionManager;
  73519. /**
  73520. * Internal only
  73521. * @hidden
  73522. */
  73523. private _target;
  73524. /**
  73525. * Creates a new StateCondition
  73526. * @param actionManager manager for the action the condition applies to
  73527. * @param target of the condition
  73528. * @param value to compare with target state
  73529. */
  73530. constructor(actionManager: ActionManager, target: any,
  73531. /** Value to compare with target state */
  73532. value: string);
  73533. /**
  73534. * Gets a boolean indicating if the current condition is met
  73535. * @returns the validity of the state
  73536. */
  73537. isValid(): boolean;
  73538. /**
  73539. * Serialize the StateCondition into a JSON compatible object
  73540. * @returns serialization object
  73541. */
  73542. serialize(): any;
  73543. }
  73544. }
  73545. declare module BABYLON {
  73546. /**
  73547. * This defines an action responsible to toggle a boolean once triggered.
  73548. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73549. */
  73550. export class SwitchBooleanAction extends Action {
  73551. /**
  73552. * The path to the boolean property in the target object
  73553. */
  73554. propertyPath: string;
  73555. private _target;
  73556. private _effectiveTarget;
  73557. private _property;
  73558. /**
  73559. * Instantiate the action
  73560. * @param triggerOptions defines the trigger options
  73561. * @param target defines the object containing the boolean
  73562. * @param propertyPath defines the path to the boolean property in the target object
  73563. * @param condition defines the trigger related conditions
  73564. */
  73565. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  73566. /** @hidden */
  73567. _prepare(): void;
  73568. /**
  73569. * Execute the action toggle the boolean value.
  73570. */
  73571. execute(): void;
  73572. /**
  73573. * Serializes the actions and its related information.
  73574. * @param parent defines the object to serialize in
  73575. * @returns the serialized object
  73576. */
  73577. serialize(parent: any): any;
  73578. }
  73579. /**
  73580. * This defines an action responsible to set a the state field of the target
  73581. * to a desired value once triggered.
  73582. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73583. */
  73584. export class SetStateAction extends Action {
  73585. /**
  73586. * The value to store in the state field.
  73587. */
  73588. value: string;
  73589. private _target;
  73590. /**
  73591. * Instantiate the action
  73592. * @param triggerOptions defines the trigger options
  73593. * @param target defines the object containing the state property
  73594. * @param value defines the value to store in the state field
  73595. * @param condition defines the trigger related conditions
  73596. */
  73597. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  73598. /**
  73599. * Execute the action and store the value on the target state property.
  73600. */
  73601. execute(): void;
  73602. /**
  73603. * Serializes the actions and its related information.
  73604. * @param parent defines the object to serialize in
  73605. * @returns the serialized object
  73606. */
  73607. serialize(parent: any): any;
  73608. }
  73609. /**
  73610. * This defines an action responsible to set a property of the target
  73611. * to a desired value once triggered.
  73612. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73613. */
  73614. export class SetValueAction extends Action {
  73615. /**
  73616. * The path of the property to set in the target.
  73617. */
  73618. propertyPath: string;
  73619. /**
  73620. * The value to set in the property
  73621. */
  73622. value: any;
  73623. private _target;
  73624. private _effectiveTarget;
  73625. private _property;
  73626. /**
  73627. * Instantiate the action
  73628. * @param triggerOptions defines the trigger options
  73629. * @param target defines the object containing the property
  73630. * @param propertyPath defines the path of the property to set in the target
  73631. * @param value defines the value to set in the property
  73632. * @param condition defines the trigger related conditions
  73633. */
  73634. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  73635. /** @hidden */
  73636. _prepare(): void;
  73637. /**
  73638. * Execute the action and set the targetted property to the desired value.
  73639. */
  73640. execute(): void;
  73641. /**
  73642. * Serializes the actions and its related information.
  73643. * @param parent defines the object to serialize in
  73644. * @returns the serialized object
  73645. */
  73646. serialize(parent: any): any;
  73647. }
  73648. /**
  73649. * This defines an action responsible to increment the target value
  73650. * to a desired value once triggered.
  73651. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73652. */
  73653. export class IncrementValueAction extends Action {
  73654. /**
  73655. * The path of the property to increment in the target.
  73656. */
  73657. propertyPath: string;
  73658. /**
  73659. * The value we should increment the property by.
  73660. */
  73661. value: any;
  73662. private _target;
  73663. private _effectiveTarget;
  73664. private _property;
  73665. /**
  73666. * Instantiate the action
  73667. * @param triggerOptions defines the trigger options
  73668. * @param target defines the object containing the property
  73669. * @param propertyPath defines the path of the property to increment in the target
  73670. * @param value defines the value value we should increment the property by
  73671. * @param condition defines the trigger related conditions
  73672. */
  73673. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  73674. /** @hidden */
  73675. _prepare(): void;
  73676. /**
  73677. * Execute the action and increment the target of the value amount.
  73678. */
  73679. execute(): void;
  73680. /**
  73681. * Serializes the actions and its related information.
  73682. * @param parent defines the object to serialize in
  73683. * @returns the serialized object
  73684. */
  73685. serialize(parent: any): any;
  73686. }
  73687. /**
  73688. * This defines an action responsible to start an animation once triggered.
  73689. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73690. */
  73691. export class PlayAnimationAction extends Action {
  73692. /**
  73693. * Where the animation should start (animation frame)
  73694. */
  73695. from: number;
  73696. /**
  73697. * Where the animation should stop (animation frame)
  73698. */
  73699. to: number;
  73700. /**
  73701. * Define if the animation should loop or stop after the first play.
  73702. */
  73703. loop?: boolean;
  73704. private _target;
  73705. /**
  73706. * Instantiate the action
  73707. * @param triggerOptions defines the trigger options
  73708. * @param target defines the target animation or animation name
  73709. * @param from defines from where the animation should start (animation frame)
  73710. * @param end defines where the animation should stop (animation frame)
  73711. * @param loop defines if the animation should loop or stop after the first play
  73712. * @param condition defines the trigger related conditions
  73713. */
  73714. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  73715. /** @hidden */
  73716. _prepare(): void;
  73717. /**
  73718. * Execute the action and play the animation.
  73719. */
  73720. execute(): void;
  73721. /**
  73722. * Serializes the actions and its related information.
  73723. * @param parent defines the object to serialize in
  73724. * @returns the serialized object
  73725. */
  73726. serialize(parent: any): any;
  73727. }
  73728. /**
  73729. * This defines an action responsible to stop an animation once triggered.
  73730. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73731. */
  73732. export class StopAnimationAction extends Action {
  73733. private _target;
  73734. /**
  73735. * Instantiate the action
  73736. * @param triggerOptions defines the trigger options
  73737. * @param target defines the target animation or animation name
  73738. * @param condition defines the trigger related conditions
  73739. */
  73740. constructor(triggerOptions: any, target: any, condition?: Condition);
  73741. /** @hidden */
  73742. _prepare(): void;
  73743. /**
  73744. * Execute the action and stop the animation.
  73745. */
  73746. execute(): void;
  73747. /**
  73748. * Serializes the actions and its related information.
  73749. * @param parent defines the object to serialize in
  73750. * @returns the serialized object
  73751. */
  73752. serialize(parent: any): any;
  73753. }
  73754. /**
  73755. * This defines an action responsible that does nothing once triggered.
  73756. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73757. */
  73758. export class DoNothingAction extends Action {
  73759. /**
  73760. * Instantiate the action
  73761. * @param triggerOptions defines the trigger options
  73762. * @param condition defines the trigger related conditions
  73763. */
  73764. constructor(triggerOptions?: any, condition?: Condition);
  73765. /**
  73766. * Execute the action and do nothing.
  73767. */
  73768. execute(): void;
  73769. /**
  73770. * Serializes the actions and its related information.
  73771. * @param parent defines the object to serialize in
  73772. * @returns the serialized object
  73773. */
  73774. serialize(parent: any): any;
  73775. }
  73776. /**
  73777. * This defines an action responsible to trigger several actions once triggered.
  73778. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73779. */
  73780. export class CombineAction extends Action {
  73781. /**
  73782. * The list of aggregated animations to run.
  73783. */
  73784. children: Action[];
  73785. /**
  73786. * Instantiate the action
  73787. * @param triggerOptions defines the trigger options
  73788. * @param children defines the list of aggregated animations to run
  73789. * @param condition defines the trigger related conditions
  73790. */
  73791. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  73792. /** @hidden */
  73793. _prepare(): void;
  73794. /**
  73795. * Execute the action and executes all the aggregated actions.
  73796. */
  73797. execute(evt: ActionEvent): void;
  73798. /**
  73799. * Serializes the actions and its related information.
  73800. * @param parent defines the object to serialize in
  73801. * @returns the serialized object
  73802. */
  73803. serialize(parent: any): any;
  73804. }
  73805. /**
  73806. * This defines an action responsible to run code (external event) once triggered.
  73807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73808. */
  73809. export class ExecuteCodeAction extends Action {
  73810. /**
  73811. * The callback function to run.
  73812. */
  73813. func: (evt: ActionEvent) => void;
  73814. /**
  73815. * Instantiate the action
  73816. * @param triggerOptions defines the trigger options
  73817. * @param func defines the callback function to run
  73818. * @param condition defines the trigger related conditions
  73819. */
  73820. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  73821. /**
  73822. * Execute the action and run the attached code.
  73823. */
  73824. execute(evt: ActionEvent): void;
  73825. }
  73826. /**
  73827. * This defines an action responsible to set the parent property of the target once triggered.
  73828. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73829. */
  73830. export class SetParentAction extends Action {
  73831. private _parent;
  73832. private _target;
  73833. /**
  73834. * Instantiate the action
  73835. * @param triggerOptions defines the trigger options
  73836. * @param target defines the target containing the parent property
  73837. * @param parent defines from where the animation should start (animation frame)
  73838. * @param condition defines the trigger related conditions
  73839. */
  73840. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  73841. /** @hidden */
  73842. _prepare(): void;
  73843. /**
  73844. * Execute the action and set the parent property.
  73845. */
  73846. execute(): void;
  73847. /**
  73848. * Serializes the actions and its related information.
  73849. * @param parent defines the object to serialize in
  73850. * @returns the serialized object
  73851. */
  73852. serialize(parent: any): any;
  73853. }
  73854. }
  73855. declare module BABYLON {
  73856. /**
  73857. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  73858. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  73859. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73860. */
  73861. export class ActionManager extends AbstractActionManager {
  73862. /**
  73863. * Nothing
  73864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73865. */
  73866. static readonly NothingTrigger: number;
  73867. /**
  73868. * On pick
  73869. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73870. */
  73871. static readonly OnPickTrigger: number;
  73872. /**
  73873. * On left pick
  73874. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73875. */
  73876. static readonly OnLeftPickTrigger: number;
  73877. /**
  73878. * On right pick
  73879. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73880. */
  73881. static readonly OnRightPickTrigger: number;
  73882. /**
  73883. * On center pick
  73884. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73885. */
  73886. static readonly OnCenterPickTrigger: number;
  73887. /**
  73888. * On pick down
  73889. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73890. */
  73891. static readonly OnPickDownTrigger: number;
  73892. /**
  73893. * On double pick
  73894. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73895. */
  73896. static readonly OnDoublePickTrigger: number;
  73897. /**
  73898. * On pick up
  73899. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73900. */
  73901. static readonly OnPickUpTrigger: number;
  73902. /**
  73903. * On pick out.
  73904. * This trigger will only be raised if you also declared a OnPickDown
  73905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73906. */
  73907. static readonly OnPickOutTrigger: number;
  73908. /**
  73909. * On long press
  73910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73911. */
  73912. static readonly OnLongPressTrigger: number;
  73913. /**
  73914. * On pointer over
  73915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73916. */
  73917. static readonly OnPointerOverTrigger: number;
  73918. /**
  73919. * On pointer out
  73920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73921. */
  73922. static readonly OnPointerOutTrigger: number;
  73923. /**
  73924. * On every frame
  73925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73926. */
  73927. static readonly OnEveryFrameTrigger: number;
  73928. /**
  73929. * On intersection enter
  73930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73931. */
  73932. static readonly OnIntersectionEnterTrigger: number;
  73933. /**
  73934. * On intersection exit
  73935. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73936. */
  73937. static readonly OnIntersectionExitTrigger: number;
  73938. /**
  73939. * On key down
  73940. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73941. */
  73942. static readonly OnKeyDownTrigger: number;
  73943. /**
  73944. * On key up
  73945. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73946. */
  73947. static readonly OnKeyUpTrigger: number;
  73948. private _scene;
  73949. /**
  73950. * Creates a new action manager
  73951. * @param scene defines the hosting scene
  73952. */
  73953. constructor(scene: Scene);
  73954. /**
  73955. * Releases all associated resources
  73956. */
  73957. dispose(): void;
  73958. /**
  73959. * Gets hosting scene
  73960. * @returns the hosting scene
  73961. */
  73962. getScene(): Scene;
  73963. /**
  73964. * Does this action manager handles actions of any of the given triggers
  73965. * @param triggers defines the triggers to be tested
  73966. * @return a boolean indicating whether one (or more) of the triggers is handled
  73967. */
  73968. hasSpecificTriggers(triggers: number[]): boolean;
  73969. /**
  73970. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  73971. * speed.
  73972. * @param triggerA defines the trigger to be tested
  73973. * @param triggerB defines the trigger to be tested
  73974. * @return a boolean indicating whether one (or more) of the triggers is handled
  73975. */
  73976. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  73977. /**
  73978. * Does this action manager handles actions of a given trigger
  73979. * @param trigger defines the trigger to be tested
  73980. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  73981. * @return whether the trigger is handled
  73982. */
  73983. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  73984. /**
  73985. * Does this action manager has pointer triggers
  73986. */
  73987. readonly hasPointerTriggers: boolean;
  73988. /**
  73989. * Does this action manager has pick triggers
  73990. */
  73991. readonly hasPickTriggers: boolean;
  73992. /**
  73993. * Registers an action to this action manager
  73994. * @param action defines the action to be registered
  73995. * @return the action amended (prepared) after registration
  73996. */
  73997. registerAction(action: IAction): Nullable<IAction>;
  73998. /**
  73999. * Unregisters an action to this action manager
  74000. * @param action defines the action to be unregistered
  74001. * @return a boolean indicating whether the action has been unregistered
  74002. */
  74003. unregisterAction(action: IAction): Boolean;
  74004. /**
  74005. * Process a specific trigger
  74006. * @param trigger defines the trigger to process
  74007. * @param evt defines the event details to be processed
  74008. */
  74009. processTrigger(trigger: number, evt?: IActionEvent): void;
  74010. /** @hidden */
  74011. _getEffectiveTarget(target: any, propertyPath: string): any;
  74012. /** @hidden */
  74013. _getProperty(propertyPath: string): string;
  74014. /**
  74015. * Serialize this manager to a JSON object
  74016. * @param name defines the property name to store this manager
  74017. * @returns a JSON representation of this manager
  74018. */
  74019. serialize(name: string): any;
  74020. /**
  74021. * Creates a new ActionManager from a JSON data
  74022. * @param parsedActions defines the JSON data to read from
  74023. * @param object defines the hosting mesh
  74024. * @param scene defines the hosting scene
  74025. */
  74026. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74027. /**
  74028. * Get a trigger name by index
  74029. * @param trigger defines the trigger index
  74030. * @returns a trigger name
  74031. */
  74032. static GetTriggerName(trigger: number): string;
  74033. }
  74034. }
  74035. declare module BABYLON {
  74036. /**
  74037. * Class representing a ray with position and direction
  74038. */
  74039. export class Ray {
  74040. /** origin point */
  74041. origin: Vector3;
  74042. /** direction */
  74043. direction: Vector3;
  74044. /** length of the ray */
  74045. length: number;
  74046. private static readonly TmpVector3;
  74047. private _tmpRay;
  74048. /**
  74049. * Creates a new ray
  74050. * @param origin origin point
  74051. * @param direction direction
  74052. * @param length length of the ray
  74053. */
  74054. constructor(
  74055. /** origin point */
  74056. origin: Vector3,
  74057. /** direction */
  74058. direction: Vector3,
  74059. /** length of the ray */
  74060. length?: number);
  74061. /**
  74062. * Checks if the ray intersects a box
  74063. * @param minimum bound of the box
  74064. * @param maximum bound of the box
  74065. * @param intersectionTreshold extra extend to be added to the box in all direction
  74066. * @returns if the box was hit
  74067. */
  74068. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74069. /**
  74070. * Checks if the ray intersects a box
  74071. * @param box the bounding box to check
  74072. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74073. * @returns if the box was hit
  74074. */
  74075. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74076. /**
  74077. * If the ray hits a sphere
  74078. * @param sphere the bounding sphere to check
  74079. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74080. * @returns true if it hits the sphere
  74081. */
  74082. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74083. /**
  74084. * If the ray hits a triange
  74085. * @param vertex0 triangle vertex
  74086. * @param vertex1 triangle vertex
  74087. * @param vertex2 triangle vertex
  74088. * @returns intersection information if hit
  74089. */
  74090. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74091. /**
  74092. * Checks if ray intersects a plane
  74093. * @param plane the plane to check
  74094. * @returns the distance away it was hit
  74095. */
  74096. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74097. /**
  74098. * Calculate the intercept of a ray on a given axis
  74099. * @param axis to check 'x' | 'y' | 'z'
  74100. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74101. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74102. */
  74103. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74104. /**
  74105. * Checks if ray intersects a mesh
  74106. * @param mesh the mesh to check
  74107. * @param fastCheck if only the bounding box should checked
  74108. * @returns picking info of the intersecton
  74109. */
  74110. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74111. /**
  74112. * Checks if ray intersects a mesh
  74113. * @param meshes the meshes to check
  74114. * @param fastCheck if only the bounding box should checked
  74115. * @param results array to store result in
  74116. * @returns Array of picking infos
  74117. */
  74118. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74119. private _comparePickingInfo;
  74120. private static smallnum;
  74121. private static rayl;
  74122. /**
  74123. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74124. * @param sega the first point of the segment to test the intersection against
  74125. * @param segb the second point of the segment to test the intersection against
  74126. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74127. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74128. */
  74129. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74130. /**
  74131. * Update the ray from viewport position
  74132. * @param x position
  74133. * @param y y position
  74134. * @param viewportWidth viewport width
  74135. * @param viewportHeight viewport height
  74136. * @param world world matrix
  74137. * @param view view matrix
  74138. * @param projection projection matrix
  74139. * @returns this ray updated
  74140. */
  74141. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74142. /**
  74143. * Creates a ray with origin and direction of 0,0,0
  74144. * @returns the new ray
  74145. */
  74146. static Zero(): Ray;
  74147. /**
  74148. * Creates a new ray from screen space and viewport
  74149. * @param x position
  74150. * @param y y position
  74151. * @param viewportWidth viewport width
  74152. * @param viewportHeight viewport height
  74153. * @param world world matrix
  74154. * @param view view matrix
  74155. * @param projection projection matrix
  74156. * @returns new ray
  74157. */
  74158. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74159. /**
  74160. * 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
  74161. * transformed to the given world matrix.
  74162. * @param origin The origin point
  74163. * @param end The end point
  74164. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74165. * @returns the new ray
  74166. */
  74167. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74168. /**
  74169. * Transforms a ray by a matrix
  74170. * @param ray ray to transform
  74171. * @param matrix matrix to apply
  74172. * @returns the resulting new ray
  74173. */
  74174. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74175. /**
  74176. * Transforms a ray by a matrix
  74177. * @param ray ray to transform
  74178. * @param matrix matrix to apply
  74179. * @param result ray to store result in
  74180. */
  74181. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74182. /**
  74183. * Unproject a ray from screen space to object space
  74184. * @param sourceX defines the screen space x coordinate to use
  74185. * @param sourceY defines the screen space y coordinate to use
  74186. * @param viewportWidth defines the current width of the viewport
  74187. * @param viewportHeight defines the current height of the viewport
  74188. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74189. * @param view defines the view matrix to use
  74190. * @param projection defines the projection matrix to use
  74191. */
  74192. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74193. }
  74194. /**
  74195. * Type used to define predicate used to select faces when a mesh intersection is detected
  74196. */
  74197. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74198. interface Scene {
  74199. /** @hidden */
  74200. _tempPickingRay: Nullable<Ray>;
  74201. /** @hidden */
  74202. _cachedRayForTransform: Ray;
  74203. /** @hidden */
  74204. _pickWithRayInverseMatrix: Matrix;
  74205. /** @hidden */
  74206. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74207. /** @hidden */
  74208. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74209. }
  74210. }
  74211. declare module BABYLON {
  74212. /**
  74213. * Groups all the scene component constants in one place to ease maintenance.
  74214. * @hidden
  74215. */
  74216. export class SceneComponentConstants {
  74217. static readonly NAME_EFFECTLAYER: string;
  74218. static readonly NAME_LAYER: string;
  74219. static readonly NAME_LENSFLARESYSTEM: string;
  74220. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74221. static readonly NAME_PARTICLESYSTEM: string;
  74222. static readonly NAME_GAMEPAD: string;
  74223. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74224. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74225. static readonly NAME_DEPTHRENDERER: string;
  74226. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74227. static readonly NAME_SPRITE: string;
  74228. static readonly NAME_OUTLINERENDERER: string;
  74229. static readonly NAME_PROCEDURALTEXTURE: string;
  74230. static readonly NAME_SHADOWGENERATOR: string;
  74231. static readonly NAME_OCTREE: string;
  74232. static readonly NAME_PHYSICSENGINE: string;
  74233. static readonly NAME_AUDIO: string;
  74234. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74235. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74236. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74237. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74238. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74239. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74240. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74241. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74242. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74243. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74244. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74245. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74246. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74247. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74248. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74249. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74250. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74251. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74252. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74253. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74254. static readonly STEP_AFTERRENDER_AUDIO: number;
  74255. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74256. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74257. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74258. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74259. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74260. static readonly STEP_POINTERMOVE_SPRITE: number;
  74261. static readonly STEP_POINTERDOWN_SPRITE: number;
  74262. static readonly STEP_POINTERUP_SPRITE: number;
  74263. }
  74264. /**
  74265. * This represents a scene component.
  74266. *
  74267. * This is used to decouple the dependency the scene is having on the different workloads like
  74268. * layers, post processes...
  74269. */
  74270. export interface ISceneComponent {
  74271. /**
  74272. * The name of the component. Each component must have a unique name.
  74273. */
  74274. name: string;
  74275. /**
  74276. * The scene the component belongs to.
  74277. */
  74278. scene: Scene;
  74279. /**
  74280. * Register the component to one instance of a scene.
  74281. */
  74282. register(): void;
  74283. /**
  74284. * Rebuilds the elements related to this component in case of
  74285. * context lost for instance.
  74286. */
  74287. rebuild(): void;
  74288. /**
  74289. * Disposes the component and the associated ressources.
  74290. */
  74291. dispose(): void;
  74292. }
  74293. /**
  74294. * This represents a SERIALIZABLE scene component.
  74295. *
  74296. * This extends Scene Component to add Serialization methods on top.
  74297. */
  74298. export interface ISceneSerializableComponent extends ISceneComponent {
  74299. /**
  74300. * Adds all the elements from the container to the scene
  74301. * @param container the container holding the elements
  74302. */
  74303. addFromContainer(container: AbstractScene): void;
  74304. /**
  74305. * Removes all the elements in the container from the scene
  74306. * @param container contains the elements to remove
  74307. * @param dispose if the removed element should be disposed (default: false)
  74308. */
  74309. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  74310. /**
  74311. * Serializes the component data to the specified json object
  74312. * @param serializationObject The object to serialize to
  74313. */
  74314. serialize(serializationObject: any): void;
  74315. }
  74316. /**
  74317. * Strong typing of a Mesh related stage step action
  74318. */
  74319. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  74320. /**
  74321. * Strong typing of a Evaluate Sub Mesh related stage step action
  74322. */
  74323. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  74324. /**
  74325. * Strong typing of a Active Mesh related stage step action
  74326. */
  74327. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  74328. /**
  74329. * Strong typing of a Camera related stage step action
  74330. */
  74331. export type CameraStageAction = (camera: Camera) => void;
  74332. /**
  74333. * Strong typing of a Camera Frame buffer related stage step action
  74334. */
  74335. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  74336. /**
  74337. * Strong typing of a Render Target related stage step action
  74338. */
  74339. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  74340. /**
  74341. * Strong typing of a RenderingGroup related stage step action
  74342. */
  74343. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  74344. /**
  74345. * Strong typing of a Mesh Render related stage step action
  74346. */
  74347. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  74348. /**
  74349. * Strong typing of a simple stage step action
  74350. */
  74351. export type SimpleStageAction = () => void;
  74352. /**
  74353. * Strong typing of a render target action.
  74354. */
  74355. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  74356. /**
  74357. * Strong typing of a pointer move action.
  74358. */
  74359. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  74360. /**
  74361. * Strong typing of a pointer up/down action.
  74362. */
  74363. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  74364. /**
  74365. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  74366. * @hidden
  74367. */
  74368. export class Stage<T extends Function> extends Array<{
  74369. index: number;
  74370. component: ISceneComponent;
  74371. action: T;
  74372. }> {
  74373. /**
  74374. * Hide ctor from the rest of the world.
  74375. * @param items The items to add.
  74376. */
  74377. private constructor();
  74378. /**
  74379. * Creates a new Stage.
  74380. * @returns A new instance of a Stage
  74381. */
  74382. static Create<T extends Function>(): Stage<T>;
  74383. /**
  74384. * Registers a step in an ordered way in the targeted stage.
  74385. * @param index Defines the position to register the step in
  74386. * @param component Defines the component attached to the step
  74387. * @param action Defines the action to launch during the step
  74388. */
  74389. registerStep(index: number, component: ISceneComponent, action: T): void;
  74390. /**
  74391. * Clears all the steps from the stage.
  74392. */
  74393. clear(): void;
  74394. }
  74395. }
  74396. declare module BABYLON {
  74397. interface Scene {
  74398. /** @hidden */
  74399. _pointerOverSprite: Nullable<Sprite>;
  74400. /** @hidden */
  74401. _pickedDownSprite: Nullable<Sprite>;
  74402. /** @hidden */
  74403. _tempSpritePickingRay: Nullable<Ray>;
  74404. /**
  74405. * All of the sprite managers added to this scene
  74406. * @see http://doc.babylonjs.com/babylon101/sprites
  74407. */
  74408. spriteManagers: Array<ISpriteManager>;
  74409. /**
  74410. * An event triggered when sprites rendering is about to start
  74411. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74412. */
  74413. onBeforeSpritesRenderingObservable: Observable<Scene>;
  74414. /**
  74415. * An event triggered when sprites rendering is done
  74416. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74417. */
  74418. onAfterSpritesRenderingObservable: Observable<Scene>;
  74419. /** @hidden */
  74420. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74421. /** Launch a ray to try to pick a sprite in the scene
  74422. * @param x position on screen
  74423. * @param y position on screen
  74424. * @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
  74425. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74426. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  74427. * @returns a PickingInfo
  74428. */
  74429. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74430. /** Use the given ray to pick a sprite in the scene
  74431. * @param ray The ray (in world space) to use to pick meshes
  74432. * @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
  74433. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74434. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  74435. * @returns a PickingInfo
  74436. */
  74437. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74438. /**
  74439. * Force the sprite under the pointer
  74440. * @param sprite defines the sprite to use
  74441. */
  74442. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  74443. /**
  74444. * Gets the sprite under the pointer
  74445. * @returns a Sprite or null if no sprite is under the pointer
  74446. */
  74447. getPointerOverSprite(): Nullable<Sprite>;
  74448. }
  74449. /**
  74450. * Defines the sprite scene component responsible to manage sprites
  74451. * in a given scene.
  74452. */
  74453. export class SpriteSceneComponent implements ISceneComponent {
  74454. /**
  74455. * The component name helpfull to identify the component in the list of scene components.
  74456. */
  74457. readonly name: string;
  74458. /**
  74459. * The scene the component belongs to.
  74460. */
  74461. scene: Scene;
  74462. /** @hidden */
  74463. private _spritePredicate;
  74464. /**
  74465. * Creates a new instance of the component for the given scene
  74466. * @param scene Defines the scene to register the component in
  74467. */
  74468. constructor(scene: Scene);
  74469. /**
  74470. * Registers the component in a given scene
  74471. */
  74472. register(): void;
  74473. /**
  74474. * Rebuilds the elements related to this component in case of
  74475. * context lost for instance.
  74476. */
  74477. rebuild(): void;
  74478. /**
  74479. * Disposes the component and the associated ressources.
  74480. */
  74481. dispose(): void;
  74482. private _pickSpriteButKeepRay;
  74483. private _pointerMove;
  74484. private _pointerDown;
  74485. private _pointerUp;
  74486. }
  74487. }
  74488. declare module BABYLON {
  74489. /** @hidden */
  74490. export var fogFragmentDeclaration: {
  74491. name: string;
  74492. shader: string;
  74493. };
  74494. }
  74495. declare module BABYLON {
  74496. /** @hidden */
  74497. export var fogFragment: {
  74498. name: string;
  74499. shader: string;
  74500. };
  74501. }
  74502. declare module BABYLON {
  74503. /** @hidden */
  74504. export var spritesPixelShader: {
  74505. name: string;
  74506. shader: string;
  74507. };
  74508. }
  74509. declare module BABYLON {
  74510. /** @hidden */
  74511. export var fogVertexDeclaration: {
  74512. name: string;
  74513. shader: string;
  74514. };
  74515. }
  74516. declare module BABYLON {
  74517. /** @hidden */
  74518. export var spritesVertexShader: {
  74519. name: string;
  74520. shader: string;
  74521. };
  74522. }
  74523. declare module BABYLON {
  74524. /**
  74525. * Defines the minimum interface to fullfil in order to be a sprite manager.
  74526. */
  74527. export interface ISpriteManager extends IDisposable {
  74528. /**
  74529. * Restricts the camera to viewing objects with the same layerMask.
  74530. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  74531. */
  74532. layerMask: number;
  74533. /**
  74534. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  74535. */
  74536. isPickable: boolean;
  74537. /**
  74538. * Specifies the rendering group id for this mesh (0 by default)
  74539. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  74540. */
  74541. renderingGroupId: number;
  74542. /**
  74543. * Defines the list of sprites managed by the manager.
  74544. */
  74545. sprites: Array<Sprite>;
  74546. /**
  74547. * Tests the intersection of a sprite with a specific ray.
  74548. * @param ray The ray we are sending to test the collision
  74549. * @param camera The camera space we are sending rays in
  74550. * @param predicate A predicate allowing excluding sprites from the list of object to test
  74551. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  74552. * @returns picking info or null.
  74553. */
  74554. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  74555. /**
  74556. * Renders the list of sprites on screen.
  74557. */
  74558. render(): void;
  74559. }
  74560. /**
  74561. * Class used to manage multiple sprites on the same spritesheet
  74562. * @see http://doc.babylonjs.com/babylon101/sprites
  74563. */
  74564. export class SpriteManager implements ISpriteManager {
  74565. /** defines the manager's name */
  74566. name: string;
  74567. /** Gets the list of sprites */
  74568. sprites: Sprite[];
  74569. /** Gets or sets the rendering group id (0 by default) */
  74570. renderingGroupId: number;
  74571. /** Gets or sets camera layer mask */
  74572. layerMask: number;
  74573. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  74574. fogEnabled: boolean;
  74575. /** Gets or sets a boolean indicating if the sprites are pickable */
  74576. isPickable: boolean;
  74577. /** Defines the default width of a cell in the spritesheet */
  74578. cellWidth: number;
  74579. /** Defines the default height of a cell in the spritesheet */
  74580. cellHeight: number;
  74581. /**
  74582. * An event triggered when the manager is disposed.
  74583. */
  74584. onDisposeObservable: Observable<SpriteManager>;
  74585. private _onDisposeObserver;
  74586. /**
  74587. * Callback called when the manager is disposed
  74588. */
  74589. onDispose: () => void;
  74590. private _capacity;
  74591. private _spriteTexture;
  74592. private _epsilon;
  74593. private _scene;
  74594. private _vertexData;
  74595. private _buffer;
  74596. private _vertexBuffers;
  74597. private _indexBuffer;
  74598. private _effectBase;
  74599. private _effectFog;
  74600. /**
  74601. * Gets or sets the spritesheet texture
  74602. */
  74603. texture: Texture;
  74604. /**
  74605. * Creates a new sprite manager
  74606. * @param name defines the manager's name
  74607. * @param imgUrl defines the sprite sheet url
  74608. * @param capacity defines the maximum allowed number of sprites
  74609. * @param cellSize defines the size of a sprite cell
  74610. * @param scene defines the hosting scene
  74611. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  74612. * @param samplingMode defines the smapling mode to use with spritesheet
  74613. */
  74614. constructor(
  74615. /** defines the manager's name */
  74616. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  74617. private _appendSpriteVertex;
  74618. /**
  74619. * Intersects the sprites with a ray
  74620. * @param ray defines the ray to intersect with
  74621. * @param camera defines the current active camera
  74622. * @param predicate defines a predicate used to select candidate sprites
  74623. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  74624. * @returns null if no hit or a PickingInfo
  74625. */
  74626. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  74627. /**
  74628. * Render all child sprites
  74629. */
  74630. render(): void;
  74631. /**
  74632. * Release associated resources
  74633. */
  74634. dispose(): void;
  74635. }
  74636. }
  74637. declare module BABYLON {
  74638. /**
  74639. * Class used to represent a sprite
  74640. * @see http://doc.babylonjs.com/babylon101/sprites
  74641. */
  74642. export class Sprite {
  74643. /** defines the name */
  74644. name: string;
  74645. /** Gets or sets the current world position */
  74646. position: Vector3;
  74647. /** Gets or sets the main color */
  74648. color: Color4;
  74649. /** Gets or sets the width */
  74650. width: number;
  74651. /** Gets or sets the height */
  74652. height: number;
  74653. /** Gets or sets rotation angle */
  74654. angle: number;
  74655. /** Gets or sets the cell index in the sprite sheet */
  74656. cellIndex: number;
  74657. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  74658. invertU: number;
  74659. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  74660. invertV: number;
  74661. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  74662. disposeWhenFinishedAnimating: boolean;
  74663. /** Gets the list of attached animations */
  74664. animations: Animation[];
  74665. /** Gets or sets a boolean indicating if the sprite can be picked */
  74666. isPickable: boolean;
  74667. /**
  74668. * Gets or sets the associated action manager
  74669. */
  74670. actionManager: Nullable<ActionManager>;
  74671. private _animationStarted;
  74672. private _loopAnimation;
  74673. private _fromIndex;
  74674. private _toIndex;
  74675. private _delay;
  74676. private _direction;
  74677. private _manager;
  74678. private _time;
  74679. private _onAnimationEnd;
  74680. /**
  74681. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  74682. */
  74683. isVisible: boolean;
  74684. /**
  74685. * Gets or sets the sprite size
  74686. */
  74687. size: number;
  74688. /**
  74689. * Creates a new Sprite
  74690. * @param name defines the name
  74691. * @param manager defines the manager
  74692. */
  74693. constructor(
  74694. /** defines the name */
  74695. name: string, manager: ISpriteManager);
  74696. /**
  74697. * Starts an animation
  74698. * @param from defines the initial key
  74699. * @param to defines the end key
  74700. * @param loop defines if the animation must loop
  74701. * @param delay defines the start delay (in ms)
  74702. * @param onAnimationEnd defines a callback to call when animation ends
  74703. */
  74704. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  74705. /** Stops current animation (if any) */
  74706. stopAnimation(): void;
  74707. /** @hidden */
  74708. _animate(deltaTime: number): void;
  74709. /** Release associated resources */
  74710. dispose(): void;
  74711. }
  74712. }
  74713. declare module BABYLON {
  74714. /**
  74715. * Information about the result of picking within a scene
  74716. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  74717. */
  74718. export class PickingInfo {
  74719. /** @hidden */
  74720. _pickingUnavailable: boolean;
  74721. /**
  74722. * If the pick collided with an object
  74723. */
  74724. hit: boolean;
  74725. /**
  74726. * Distance away where the pick collided
  74727. */
  74728. distance: number;
  74729. /**
  74730. * The location of pick collision
  74731. */
  74732. pickedPoint: Nullable<Vector3>;
  74733. /**
  74734. * The mesh corresponding the the pick collision
  74735. */
  74736. pickedMesh: Nullable<AbstractMesh>;
  74737. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  74738. bu: number;
  74739. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  74740. bv: number;
  74741. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  74742. faceId: number;
  74743. /** Id of the the submesh that was picked */
  74744. subMeshId: number;
  74745. /** If a sprite was picked, this will be the sprite the pick collided with */
  74746. pickedSprite: Nullable<Sprite>;
  74747. /**
  74748. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  74749. */
  74750. originMesh: Nullable<AbstractMesh>;
  74751. /**
  74752. * The ray that was used to perform the picking.
  74753. */
  74754. ray: Nullable<Ray>;
  74755. /**
  74756. * Gets the normal correspodning to the face the pick collided with
  74757. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  74758. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  74759. * @returns The normal correspodning to the face the pick collided with
  74760. */
  74761. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  74762. /**
  74763. * Gets the texture coordinates of where the pick occured
  74764. * @returns the vector containing the coordnates of the texture
  74765. */
  74766. getTextureCoordinates(): Nullable<Vector2>;
  74767. }
  74768. }
  74769. declare module BABYLON {
  74770. /**
  74771. * Gather the list of pointer event types as constants.
  74772. */
  74773. export class PointerEventTypes {
  74774. /**
  74775. * 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.
  74776. */
  74777. static readonly POINTERDOWN: number;
  74778. /**
  74779. * The pointerup event is fired when a pointer is no longer active.
  74780. */
  74781. static readonly POINTERUP: number;
  74782. /**
  74783. * The pointermove event is fired when a pointer changes coordinates.
  74784. */
  74785. static readonly POINTERMOVE: number;
  74786. /**
  74787. * The pointerwheel event is fired when a mouse wheel has been rotated.
  74788. */
  74789. static readonly POINTERWHEEL: number;
  74790. /**
  74791. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  74792. */
  74793. static readonly POINTERPICK: number;
  74794. /**
  74795. * The pointertap event is fired when a the object has been touched and released without drag.
  74796. */
  74797. static readonly POINTERTAP: number;
  74798. /**
  74799. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  74800. */
  74801. static readonly POINTERDOUBLETAP: number;
  74802. }
  74803. /**
  74804. * Base class of pointer info types.
  74805. */
  74806. export class PointerInfoBase {
  74807. /**
  74808. * Defines the type of event (PointerEventTypes)
  74809. */
  74810. type: number;
  74811. /**
  74812. * Defines the related dom event
  74813. */
  74814. event: PointerEvent | MouseWheelEvent;
  74815. /**
  74816. * Instantiates the base class of pointers info.
  74817. * @param type Defines the type of event (PointerEventTypes)
  74818. * @param event Defines the related dom event
  74819. */
  74820. constructor(
  74821. /**
  74822. * Defines the type of event (PointerEventTypes)
  74823. */
  74824. type: number,
  74825. /**
  74826. * Defines the related dom event
  74827. */
  74828. event: PointerEvent | MouseWheelEvent);
  74829. }
  74830. /**
  74831. * This class is used to store pointer related info for the onPrePointerObservable event.
  74832. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  74833. */
  74834. export class PointerInfoPre extends PointerInfoBase {
  74835. /**
  74836. * Ray from a pointer if availible (eg. 6dof controller)
  74837. */
  74838. ray: Nullable<Ray>;
  74839. /**
  74840. * Defines the local position of the pointer on the canvas.
  74841. */
  74842. localPosition: Vector2;
  74843. /**
  74844. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  74845. */
  74846. skipOnPointerObservable: boolean;
  74847. /**
  74848. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  74849. * @param type Defines the type of event (PointerEventTypes)
  74850. * @param event Defines the related dom event
  74851. * @param localX Defines the local x coordinates of the pointer when the event occured
  74852. * @param localY Defines the local y coordinates of the pointer when the event occured
  74853. */
  74854. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  74855. }
  74856. /**
  74857. * This type contains all the data related to a pointer event in Babylon.js.
  74858. * 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.
  74859. */
  74860. export class PointerInfo extends PointerInfoBase {
  74861. /**
  74862. * Defines the picking info associated to the info (if any)\
  74863. */
  74864. pickInfo: Nullable<PickingInfo>;
  74865. /**
  74866. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  74867. * @param type Defines the type of event (PointerEventTypes)
  74868. * @param event Defines the related dom event
  74869. * @param pickInfo Defines the picking info associated to the info (if any)\
  74870. */
  74871. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  74872. /**
  74873. * Defines the picking info associated to the info (if any)\
  74874. */
  74875. pickInfo: Nullable<PickingInfo>);
  74876. }
  74877. /**
  74878. * Data relating to a touch event on the screen.
  74879. */
  74880. export interface PointerTouch {
  74881. /**
  74882. * X coordinate of touch.
  74883. */
  74884. x: number;
  74885. /**
  74886. * Y coordinate of touch.
  74887. */
  74888. y: number;
  74889. /**
  74890. * Id of touch. Unique for each finger.
  74891. */
  74892. pointerId: number;
  74893. /**
  74894. * Event type passed from DOM.
  74895. */
  74896. type: any;
  74897. }
  74898. }
  74899. declare module BABYLON {
  74900. /**
  74901. * Manage the mouse inputs to control the movement of a free camera.
  74902. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74903. */
  74904. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  74905. /**
  74906. * Define if touch is enabled in the mouse input
  74907. */
  74908. touchEnabled: boolean;
  74909. /**
  74910. * Defines the camera the input is attached to.
  74911. */
  74912. camera: FreeCamera;
  74913. /**
  74914. * Defines the buttons associated with the input to handle camera move.
  74915. */
  74916. buttons: number[];
  74917. /**
  74918. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  74919. */
  74920. angularSensibility: number;
  74921. private _pointerInput;
  74922. private _onMouseMove;
  74923. private _observer;
  74924. private previousPosition;
  74925. /**
  74926. * Observable for when a pointer move event occurs containing the move offset
  74927. */
  74928. onPointerMovedObservable: Observable<{
  74929. offsetX: number;
  74930. offsetY: number;
  74931. }>;
  74932. /**
  74933. * @hidden
  74934. * If the camera should be rotated automatically based on pointer movement
  74935. */
  74936. _allowCameraRotation: boolean;
  74937. /**
  74938. * Manage the mouse inputs to control the movement of a free camera.
  74939. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74940. * @param touchEnabled Defines if touch is enabled or not
  74941. */
  74942. constructor(
  74943. /**
  74944. * Define if touch is enabled in the mouse input
  74945. */
  74946. touchEnabled?: boolean);
  74947. /**
  74948. * Attach the input controls to a specific dom element to get the input from.
  74949. * @param element Defines the element the controls should be listened from
  74950. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74951. */
  74952. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74953. /**
  74954. * Called on JS contextmenu event.
  74955. * Override this method to provide functionality.
  74956. */
  74957. protected onContextMenu(evt: PointerEvent): void;
  74958. /**
  74959. * Detach the current controls from the specified dom element.
  74960. * @param element Defines the element to stop listening the inputs from
  74961. */
  74962. detachControl(element: Nullable<HTMLElement>): void;
  74963. /**
  74964. * Gets the class name of the current intput.
  74965. * @returns the class name
  74966. */
  74967. getClassName(): string;
  74968. /**
  74969. * Get the friendly name associated with the input class.
  74970. * @returns the input friendly name
  74971. */
  74972. getSimpleName(): string;
  74973. }
  74974. }
  74975. declare module BABYLON {
  74976. /**
  74977. * Manage the touch inputs to control the movement of a free camera.
  74978. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74979. */
  74980. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  74981. /**
  74982. * Defines the camera the input is attached to.
  74983. */
  74984. camera: FreeCamera;
  74985. /**
  74986. * Defines the touch sensibility for rotation.
  74987. * The higher the faster.
  74988. */
  74989. touchAngularSensibility: number;
  74990. /**
  74991. * Defines the touch sensibility for move.
  74992. * The higher the faster.
  74993. */
  74994. touchMoveSensibility: number;
  74995. private _offsetX;
  74996. private _offsetY;
  74997. private _pointerPressed;
  74998. private _pointerInput;
  74999. private _observer;
  75000. private _onLostFocus;
  75001. /**
  75002. * Attach the input controls to a specific dom element to get the input from.
  75003. * @param element Defines the element the controls should be listened from
  75004. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75005. */
  75006. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75007. /**
  75008. * Detach the current controls from the specified dom element.
  75009. * @param element Defines the element to stop listening the inputs from
  75010. */
  75011. detachControl(element: Nullable<HTMLElement>): void;
  75012. /**
  75013. * Update the current camera state depending on the inputs that have been used this frame.
  75014. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75015. */
  75016. checkInputs(): void;
  75017. /**
  75018. * Gets the class name of the current intput.
  75019. * @returns the class name
  75020. */
  75021. getClassName(): string;
  75022. /**
  75023. * Get the friendly name associated with the input class.
  75024. * @returns the input friendly name
  75025. */
  75026. getSimpleName(): string;
  75027. }
  75028. }
  75029. declare module BABYLON {
  75030. /**
  75031. * Default Inputs manager for the FreeCamera.
  75032. * It groups all the default supported inputs for ease of use.
  75033. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75034. */
  75035. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75036. /**
  75037. * @hidden
  75038. */
  75039. _mouseInput: Nullable<FreeCameraMouseInput>;
  75040. /**
  75041. * Instantiates a new FreeCameraInputsManager.
  75042. * @param camera Defines the camera the inputs belong to
  75043. */
  75044. constructor(camera: FreeCamera);
  75045. /**
  75046. * Add keyboard input support to the input manager.
  75047. * @returns the current input manager
  75048. */
  75049. addKeyboard(): FreeCameraInputsManager;
  75050. /**
  75051. * Add mouse input support to the input manager.
  75052. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75053. * @returns the current input manager
  75054. */
  75055. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75056. /**
  75057. * Removes the mouse input support from the manager
  75058. * @returns the current input manager
  75059. */
  75060. removeMouse(): FreeCameraInputsManager;
  75061. /**
  75062. * Add touch input support to the input manager.
  75063. * @returns the current input manager
  75064. */
  75065. addTouch(): FreeCameraInputsManager;
  75066. /**
  75067. * Remove all attached input methods from a camera
  75068. */
  75069. clear(): void;
  75070. }
  75071. }
  75072. declare module BABYLON {
  75073. /**
  75074. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75075. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75076. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75077. */
  75078. export class FreeCamera extends TargetCamera {
  75079. /**
  75080. * Define the collision ellipsoid of the camera.
  75081. * This is helpful to simulate a camera body like the player body around the camera
  75082. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75083. */
  75084. ellipsoid: Vector3;
  75085. /**
  75086. * Define an offset for the position of the ellipsoid around the camera.
  75087. * This can be helpful to determine the center of the body near the gravity center of the body
  75088. * instead of its head.
  75089. */
  75090. ellipsoidOffset: Vector3;
  75091. /**
  75092. * Enable or disable collisions of the camera with the rest of the scene objects.
  75093. */
  75094. checkCollisions: boolean;
  75095. /**
  75096. * Enable or disable gravity on the camera.
  75097. */
  75098. applyGravity: boolean;
  75099. /**
  75100. * Define the input manager associated to the camera.
  75101. */
  75102. inputs: FreeCameraInputsManager;
  75103. /**
  75104. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75105. * Higher values reduce sensitivity.
  75106. */
  75107. /**
  75108. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75109. * Higher values reduce sensitivity.
  75110. */
  75111. angularSensibility: number;
  75112. /**
  75113. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75114. */
  75115. keysUp: number[];
  75116. /**
  75117. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75118. */
  75119. keysDown: number[];
  75120. /**
  75121. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75122. */
  75123. keysLeft: number[];
  75124. /**
  75125. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75126. */
  75127. keysRight: number[];
  75128. /**
  75129. * Event raised when the camera collide with a mesh in the scene.
  75130. */
  75131. onCollide: (collidedMesh: AbstractMesh) => void;
  75132. private _collider;
  75133. private _needMoveForGravity;
  75134. private _oldPosition;
  75135. private _diffPosition;
  75136. private _newPosition;
  75137. /** @hidden */
  75138. _localDirection: Vector3;
  75139. /** @hidden */
  75140. _transformedDirection: Vector3;
  75141. /**
  75142. * Instantiates a Free Camera.
  75143. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75144. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75145. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75146. * @param name Define the name of the camera in the scene
  75147. * @param position Define the start position of the camera in the scene
  75148. * @param scene Define the scene the camera belongs to
  75149. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75150. */
  75151. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75152. /**
  75153. * Attached controls to the current camera.
  75154. * @param element Defines the element the controls should be listened from
  75155. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75156. */
  75157. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75158. /**
  75159. * Detach the current controls from the camera.
  75160. * The camera will stop reacting to inputs.
  75161. * @param element Defines the element to stop listening the inputs from
  75162. */
  75163. detachControl(element: HTMLElement): void;
  75164. private _collisionMask;
  75165. /**
  75166. * Define a collision mask to limit the list of object the camera can collide with
  75167. */
  75168. collisionMask: number;
  75169. /** @hidden */
  75170. _collideWithWorld(displacement: Vector3): void;
  75171. private _onCollisionPositionChange;
  75172. /** @hidden */
  75173. _checkInputs(): void;
  75174. /** @hidden */
  75175. _decideIfNeedsToMove(): boolean;
  75176. /** @hidden */
  75177. _updatePosition(): void;
  75178. /**
  75179. * Destroy the camera and release the current resources hold by it.
  75180. */
  75181. dispose(): void;
  75182. /**
  75183. * Gets the current object class name.
  75184. * @return the class name
  75185. */
  75186. getClassName(): string;
  75187. }
  75188. }
  75189. declare module BABYLON {
  75190. /**
  75191. * Represents a gamepad control stick position
  75192. */
  75193. export class StickValues {
  75194. /**
  75195. * The x component of the control stick
  75196. */
  75197. x: number;
  75198. /**
  75199. * The y component of the control stick
  75200. */
  75201. y: number;
  75202. /**
  75203. * Initializes the gamepad x and y control stick values
  75204. * @param x The x component of the gamepad control stick value
  75205. * @param y The y component of the gamepad control stick value
  75206. */
  75207. constructor(
  75208. /**
  75209. * The x component of the control stick
  75210. */
  75211. x: number,
  75212. /**
  75213. * The y component of the control stick
  75214. */
  75215. y: number);
  75216. }
  75217. /**
  75218. * An interface which manages callbacks for gamepad button changes
  75219. */
  75220. export interface GamepadButtonChanges {
  75221. /**
  75222. * Called when a gamepad has been changed
  75223. */
  75224. changed: boolean;
  75225. /**
  75226. * Called when a gamepad press event has been triggered
  75227. */
  75228. pressChanged: boolean;
  75229. /**
  75230. * Called when a touch event has been triggered
  75231. */
  75232. touchChanged: boolean;
  75233. /**
  75234. * Called when a value has changed
  75235. */
  75236. valueChanged: boolean;
  75237. }
  75238. /**
  75239. * Represents a gamepad
  75240. */
  75241. export class Gamepad {
  75242. /**
  75243. * The id of the gamepad
  75244. */
  75245. id: string;
  75246. /**
  75247. * The index of the gamepad
  75248. */
  75249. index: number;
  75250. /**
  75251. * The browser gamepad
  75252. */
  75253. browserGamepad: any;
  75254. /**
  75255. * Specifies what type of gamepad this represents
  75256. */
  75257. type: number;
  75258. private _leftStick;
  75259. private _rightStick;
  75260. /** @hidden */
  75261. _isConnected: boolean;
  75262. private _leftStickAxisX;
  75263. private _leftStickAxisY;
  75264. private _rightStickAxisX;
  75265. private _rightStickAxisY;
  75266. /**
  75267. * Triggered when the left control stick has been changed
  75268. */
  75269. private _onleftstickchanged;
  75270. /**
  75271. * Triggered when the right control stick has been changed
  75272. */
  75273. private _onrightstickchanged;
  75274. /**
  75275. * Represents a gamepad controller
  75276. */
  75277. static GAMEPAD: number;
  75278. /**
  75279. * Represents a generic controller
  75280. */
  75281. static GENERIC: number;
  75282. /**
  75283. * Represents an XBox controller
  75284. */
  75285. static XBOX: number;
  75286. /**
  75287. * Represents a pose-enabled controller
  75288. */
  75289. static POSE_ENABLED: number;
  75290. /**
  75291. * Specifies whether the left control stick should be Y-inverted
  75292. */
  75293. protected _invertLeftStickY: boolean;
  75294. /**
  75295. * Specifies if the gamepad has been connected
  75296. */
  75297. readonly isConnected: boolean;
  75298. /**
  75299. * Initializes the gamepad
  75300. * @param id The id of the gamepad
  75301. * @param index The index of the gamepad
  75302. * @param browserGamepad The browser gamepad
  75303. * @param leftStickX The x component of the left joystick
  75304. * @param leftStickY The y component of the left joystick
  75305. * @param rightStickX The x component of the right joystick
  75306. * @param rightStickY The y component of the right joystick
  75307. */
  75308. constructor(
  75309. /**
  75310. * The id of the gamepad
  75311. */
  75312. id: string,
  75313. /**
  75314. * The index of the gamepad
  75315. */
  75316. index: number,
  75317. /**
  75318. * The browser gamepad
  75319. */
  75320. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  75321. /**
  75322. * Callback triggered when the left joystick has changed
  75323. * @param callback
  75324. */
  75325. onleftstickchanged(callback: (values: StickValues) => void): void;
  75326. /**
  75327. * Callback triggered when the right joystick has changed
  75328. * @param callback
  75329. */
  75330. onrightstickchanged(callback: (values: StickValues) => void): void;
  75331. /**
  75332. * Gets the left joystick
  75333. */
  75334. /**
  75335. * Sets the left joystick values
  75336. */
  75337. leftStick: StickValues;
  75338. /**
  75339. * Gets the right joystick
  75340. */
  75341. /**
  75342. * Sets the right joystick value
  75343. */
  75344. rightStick: StickValues;
  75345. /**
  75346. * Updates the gamepad joystick positions
  75347. */
  75348. update(): void;
  75349. /**
  75350. * Disposes the gamepad
  75351. */
  75352. dispose(): void;
  75353. }
  75354. /**
  75355. * Represents a generic gamepad
  75356. */
  75357. export class GenericPad extends Gamepad {
  75358. private _buttons;
  75359. private _onbuttondown;
  75360. private _onbuttonup;
  75361. /**
  75362. * Observable triggered when a button has been pressed
  75363. */
  75364. onButtonDownObservable: Observable<number>;
  75365. /**
  75366. * Observable triggered when a button has been released
  75367. */
  75368. onButtonUpObservable: Observable<number>;
  75369. /**
  75370. * Callback triggered when a button has been pressed
  75371. * @param callback Called when a button has been pressed
  75372. */
  75373. onbuttondown(callback: (buttonPressed: number) => void): void;
  75374. /**
  75375. * Callback triggered when a button has been released
  75376. * @param callback Called when a button has been released
  75377. */
  75378. onbuttonup(callback: (buttonReleased: number) => void): void;
  75379. /**
  75380. * Initializes the generic gamepad
  75381. * @param id The id of the generic gamepad
  75382. * @param index The index of the generic gamepad
  75383. * @param browserGamepad The browser gamepad
  75384. */
  75385. constructor(id: string, index: number, browserGamepad: any);
  75386. private _setButtonValue;
  75387. /**
  75388. * Updates the generic gamepad
  75389. */
  75390. update(): void;
  75391. /**
  75392. * Disposes the generic gamepad
  75393. */
  75394. dispose(): void;
  75395. }
  75396. }
  75397. declare module BABYLON {
  75398. interface Engine {
  75399. /**
  75400. * Creates a raw texture
  75401. * @param data defines the data to store in the texture
  75402. * @param width defines the width of the texture
  75403. * @param height defines the height of the texture
  75404. * @param format defines the format of the data
  75405. * @param generateMipMaps defines if the engine should generate the mip levels
  75406. * @param invertY defines if data must be stored with Y axis inverted
  75407. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  75408. * @param compression defines the compression used (null by default)
  75409. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75410. * @returns the raw texture inside an InternalTexture
  75411. */
  75412. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  75413. /**
  75414. * Update a raw texture
  75415. * @param texture defines the texture to update
  75416. * @param data defines the data to store in the texture
  75417. * @param format defines the format of the data
  75418. * @param invertY defines if data must be stored with Y axis inverted
  75419. */
  75420. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75421. /**
  75422. * Update a raw texture
  75423. * @param texture defines the texture to update
  75424. * @param data defines the data to store in the texture
  75425. * @param format defines the format of the data
  75426. * @param invertY defines if data must be stored with Y axis inverted
  75427. * @param compression defines the compression used (null by default)
  75428. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75429. */
  75430. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  75431. /**
  75432. * Creates a new raw cube texture
  75433. * @param data defines the array of data to use to create each face
  75434. * @param size defines the size of the textures
  75435. * @param format defines the format of the data
  75436. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75437. * @param generateMipMaps defines if the engine should generate the mip levels
  75438. * @param invertY defines if data must be stored with Y axis inverted
  75439. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75440. * @param compression defines the compression used (null by default)
  75441. * @returns the cube texture as an InternalTexture
  75442. */
  75443. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  75444. /**
  75445. * Update a raw cube texture
  75446. * @param texture defines the texture to udpdate
  75447. * @param data defines the data to store
  75448. * @param format defines the data format
  75449. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75450. * @param invertY defines if data must be stored with Y axis inverted
  75451. */
  75452. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  75453. /**
  75454. * Update a raw cube texture
  75455. * @param texture defines the texture to udpdate
  75456. * @param data defines the data to store
  75457. * @param format defines the data format
  75458. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75459. * @param invertY defines if data must be stored with Y axis inverted
  75460. * @param compression defines the compression used (null by default)
  75461. */
  75462. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  75463. /**
  75464. * Update a raw cube texture
  75465. * @param texture defines the texture to udpdate
  75466. * @param data defines the data to store
  75467. * @param format defines the data format
  75468. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75469. * @param invertY defines if data must be stored with Y axis inverted
  75470. * @param compression defines the compression used (null by default)
  75471. * @param level defines which level of the texture to update
  75472. */
  75473. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  75474. /**
  75475. * Creates a new raw cube texture from a specified url
  75476. * @param url defines the url where the data is located
  75477. * @param scene defines the current scene
  75478. * @param size defines the size of the textures
  75479. * @param format defines the format of the data
  75480. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75481. * @param noMipmap defines if the engine should avoid generating the mip levels
  75482. * @param callback defines a callback used to extract texture data from loaded data
  75483. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75484. * @param onLoad defines a callback called when texture is loaded
  75485. * @param onError defines a callback called if there is an error
  75486. * @returns the cube texture as an InternalTexture
  75487. */
  75488. 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;
  75489. /**
  75490. * Creates a new raw cube texture from a specified url
  75491. * @param url defines the url where the data is located
  75492. * @param scene defines the current scene
  75493. * @param size defines the size of the textures
  75494. * @param format defines the format of the data
  75495. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75496. * @param noMipmap defines if the engine should avoid generating the mip levels
  75497. * @param callback defines a callback used to extract texture data from loaded data
  75498. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75499. * @param onLoad defines a callback called when texture is loaded
  75500. * @param onError defines a callback called if there is an error
  75501. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75502. * @param invertY defines if data must be stored with Y axis inverted
  75503. * @returns the cube texture as an InternalTexture
  75504. */
  75505. 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;
  75506. /**
  75507. * Creates a new raw 3D texture
  75508. * @param data defines the data used to create the texture
  75509. * @param width defines the width of the texture
  75510. * @param height defines the height of the texture
  75511. * @param depth defines the depth of the texture
  75512. * @param format defines the format of the texture
  75513. * @param generateMipMaps defines if the engine must generate mip levels
  75514. * @param invertY defines if data must be stored with Y axis inverted
  75515. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75516. * @param compression defines the compressed used (can be null)
  75517. * @param textureType defines the compressed used (can be null)
  75518. * @returns a new raw 3D texture (stored in an InternalTexture)
  75519. */
  75520. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  75521. /**
  75522. * Update a raw 3D texture
  75523. * @param texture defines the texture to update
  75524. * @param data defines the data to store
  75525. * @param format defines the data format
  75526. * @param invertY defines if data must be stored with Y axis inverted
  75527. */
  75528. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75529. /**
  75530. * Update a raw 3D texture
  75531. * @param texture defines the texture to update
  75532. * @param data defines the data to store
  75533. * @param format defines the data format
  75534. * @param invertY defines if data must be stored with Y axis inverted
  75535. * @param compression defines the used compression (can be null)
  75536. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75537. */
  75538. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  75539. }
  75540. }
  75541. declare module BABYLON {
  75542. /**
  75543. * Raw texture can help creating a texture directly from an array of data.
  75544. * This can be super useful if you either get the data from an uncompressed source or
  75545. * if you wish to create your texture pixel by pixel.
  75546. */
  75547. export class RawTexture extends Texture {
  75548. /**
  75549. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75550. */
  75551. format: number;
  75552. private _engine;
  75553. /**
  75554. * Instantiates a new RawTexture.
  75555. * Raw texture can help creating a texture directly from an array of data.
  75556. * This can be super useful if you either get the data from an uncompressed source or
  75557. * if you wish to create your texture pixel by pixel.
  75558. * @param data define the array of data to use to create the texture
  75559. * @param width define the width of the texture
  75560. * @param height define the height of the texture
  75561. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75562. * @param scene define the scene the texture belongs to
  75563. * @param generateMipMaps define whether mip maps should be generated or not
  75564. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75565. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75566. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75567. */
  75568. constructor(data: ArrayBufferView, width: number, height: number,
  75569. /**
  75570. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75571. */
  75572. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  75573. /**
  75574. * Updates the texture underlying data.
  75575. * @param data Define the new data of the texture
  75576. */
  75577. update(data: ArrayBufferView): void;
  75578. /**
  75579. * Creates a luminance texture from some data.
  75580. * @param data Define the texture data
  75581. * @param width Define the width of the texture
  75582. * @param height Define the height of the texture
  75583. * @param scene Define the scene the texture belongs to
  75584. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75585. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75586. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75587. * @returns the luminance texture
  75588. */
  75589. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  75590. /**
  75591. * Creates a luminance alpha texture from some data.
  75592. * @param data Define the texture data
  75593. * @param width Define the width of the texture
  75594. * @param height Define the height of the texture
  75595. * @param scene Define the scene the texture belongs to
  75596. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75597. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75598. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75599. * @returns the luminance alpha texture
  75600. */
  75601. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  75602. /**
  75603. * Creates an alpha texture from some data.
  75604. * @param data Define the texture data
  75605. * @param width Define the width of the texture
  75606. * @param height Define the height of the texture
  75607. * @param scene Define the scene the texture belongs to
  75608. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75609. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75610. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75611. * @returns the alpha texture
  75612. */
  75613. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  75614. /**
  75615. * Creates a RGB texture from some data.
  75616. * @param data Define the texture data
  75617. * @param width Define the width of the texture
  75618. * @param height Define the height of the texture
  75619. * @param scene Define the scene the texture belongs to
  75620. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75621. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75622. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75623. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75624. * @returns the RGB alpha texture
  75625. */
  75626. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  75627. /**
  75628. * Creates a RGBA texture from some data.
  75629. * @param data Define the texture data
  75630. * @param width Define the width of the texture
  75631. * @param height Define the height of the texture
  75632. * @param scene Define the scene the texture belongs to
  75633. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75634. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75635. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75636. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75637. * @returns the RGBA texture
  75638. */
  75639. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  75640. /**
  75641. * Creates a R texture from some data.
  75642. * @param data Define the texture data
  75643. * @param width Define the width of the texture
  75644. * @param height Define the height of the texture
  75645. * @param scene Define the scene the texture belongs to
  75646. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75647. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75648. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75649. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75650. * @returns the R texture
  75651. */
  75652. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  75653. }
  75654. }
  75655. declare module BABYLON {
  75656. /**
  75657. * Interface for the size containing width and height
  75658. */
  75659. export interface ISize {
  75660. /**
  75661. * Width
  75662. */
  75663. width: number;
  75664. /**
  75665. * Heighht
  75666. */
  75667. height: number;
  75668. }
  75669. /**
  75670. * Size containing widht and height
  75671. */
  75672. export class Size implements ISize {
  75673. /**
  75674. * Width
  75675. */
  75676. width: number;
  75677. /**
  75678. * Height
  75679. */
  75680. height: number;
  75681. /**
  75682. * Creates a Size object from the given width and height (floats).
  75683. * @param width width of the new size
  75684. * @param height height of the new size
  75685. */
  75686. constructor(width: number, height: number);
  75687. /**
  75688. * Returns a string with the Size width and height
  75689. * @returns a string with the Size width and height
  75690. */
  75691. toString(): string;
  75692. /**
  75693. * "Size"
  75694. * @returns the string "Size"
  75695. */
  75696. getClassName(): string;
  75697. /**
  75698. * Returns the Size hash code.
  75699. * @returns a hash code for a unique width and height
  75700. */
  75701. getHashCode(): number;
  75702. /**
  75703. * Updates the current size from the given one.
  75704. * @param src the given size
  75705. */
  75706. copyFrom(src: Size): void;
  75707. /**
  75708. * Updates in place the current Size from the given floats.
  75709. * @param width width of the new size
  75710. * @param height height of the new size
  75711. * @returns the updated Size.
  75712. */
  75713. copyFromFloats(width: number, height: number): Size;
  75714. /**
  75715. * Updates in place the current Size from the given floats.
  75716. * @param width width to set
  75717. * @param height height to set
  75718. * @returns the updated Size.
  75719. */
  75720. set(width: number, height: number): Size;
  75721. /**
  75722. * Multiplies the width and height by numbers
  75723. * @param w factor to multiple the width by
  75724. * @param h factor to multiple the height by
  75725. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  75726. */
  75727. multiplyByFloats(w: number, h: number): Size;
  75728. /**
  75729. * Clones the size
  75730. * @returns a new Size copied from the given one.
  75731. */
  75732. clone(): Size;
  75733. /**
  75734. * True if the current Size and the given one width and height are strictly equal.
  75735. * @param other the other size to compare against
  75736. * @returns True if the current Size and the given one width and height are strictly equal.
  75737. */
  75738. equals(other: Size): boolean;
  75739. /**
  75740. * The surface of the Size : width * height (float).
  75741. */
  75742. readonly surface: number;
  75743. /**
  75744. * Create a new size of zero
  75745. * @returns a new Size set to (0.0, 0.0)
  75746. */
  75747. static Zero(): Size;
  75748. /**
  75749. * Sums the width and height of two sizes
  75750. * @param otherSize size to add to this size
  75751. * @returns a new Size set as the addition result of the current Size and the given one.
  75752. */
  75753. add(otherSize: Size): Size;
  75754. /**
  75755. * Subtracts the width and height of two
  75756. * @param otherSize size to subtract to this size
  75757. * @returns a new Size set as the subtraction result of the given one from the current Size.
  75758. */
  75759. subtract(otherSize: Size): Size;
  75760. /**
  75761. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  75762. * @param start starting size to lerp between
  75763. * @param end end size to lerp between
  75764. * @param amount amount to lerp between the start and end values
  75765. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  75766. */
  75767. static Lerp(start: Size, end: Size, amount: number): Size;
  75768. }
  75769. }
  75770. declare module BABYLON {
  75771. /**
  75772. * Defines a runtime animation
  75773. */
  75774. export class RuntimeAnimation {
  75775. private _events;
  75776. /**
  75777. * The current frame of the runtime animation
  75778. */
  75779. private _currentFrame;
  75780. /**
  75781. * The animation used by the runtime animation
  75782. */
  75783. private _animation;
  75784. /**
  75785. * The target of the runtime animation
  75786. */
  75787. private _target;
  75788. /**
  75789. * The initiating animatable
  75790. */
  75791. private _host;
  75792. /**
  75793. * The original value of the runtime animation
  75794. */
  75795. private _originalValue;
  75796. /**
  75797. * The original blend value of the runtime animation
  75798. */
  75799. private _originalBlendValue;
  75800. /**
  75801. * The offsets cache of the runtime animation
  75802. */
  75803. private _offsetsCache;
  75804. /**
  75805. * The high limits cache of the runtime animation
  75806. */
  75807. private _highLimitsCache;
  75808. /**
  75809. * Specifies if the runtime animation has been stopped
  75810. */
  75811. private _stopped;
  75812. /**
  75813. * The blending factor of the runtime animation
  75814. */
  75815. private _blendingFactor;
  75816. /**
  75817. * The BabylonJS scene
  75818. */
  75819. private _scene;
  75820. /**
  75821. * The current value of the runtime animation
  75822. */
  75823. private _currentValue;
  75824. /** @hidden */
  75825. _animationState: _IAnimationState;
  75826. /**
  75827. * The active target of the runtime animation
  75828. */
  75829. private _activeTargets;
  75830. private _currentActiveTarget;
  75831. private _directTarget;
  75832. /**
  75833. * The target path of the runtime animation
  75834. */
  75835. private _targetPath;
  75836. /**
  75837. * The weight of the runtime animation
  75838. */
  75839. private _weight;
  75840. /**
  75841. * The ratio offset of the runtime animation
  75842. */
  75843. private _ratioOffset;
  75844. /**
  75845. * The previous delay of the runtime animation
  75846. */
  75847. private _previousDelay;
  75848. /**
  75849. * The previous ratio of the runtime animation
  75850. */
  75851. private _previousRatio;
  75852. private _enableBlending;
  75853. private _keys;
  75854. private _minFrame;
  75855. private _maxFrame;
  75856. private _minValue;
  75857. private _maxValue;
  75858. private _targetIsArray;
  75859. /**
  75860. * Gets the current frame of the runtime animation
  75861. */
  75862. readonly currentFrame: number;
  75863. /**
  75864. * Gets the weight of the runtime animation
  75865. */
  75866. readonly weight: number;
  75867. /**
  75868. * Gets the current value of the runtime animation
  75869. */
  75870. readonly currentValue: any;
  75871. /**
  75872. * Gets the target path of the runtime animation
  75873. */
  75874. readonly targetPath: string;
  75875. /**
  75876. * Gets the actual target of the runtime animation
  75877. */
  75878. readonly target: any;
  75879. /** @hidden */
  75880. _onLoop: () => void;
  75881. /**
  75882. * Create a new RuntimeAnimation object
  75883. * @param target defines the target of the animation
  75884. * @param animation defines the source animation object
  75885. * @param scene defines the hosting scene
  75886. * @param host defines the initiating Animatable
  75887. */
  75888. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  75889. private _preparePath;
  75890. /**
  75891. * Gets the animation from the runtime animation
  75892. */
  75893. readonly animation: Animation;
  75894. /**
  75895. * Resets the runtime animation to the beginning
  75896. * @param restoreOriginal defines whether to restore the target property to the original value
  75897. */
  75898. reset(restoreOriginal?: boolean): void;
  75899. /**
  75900. * Specifies if the runtime animation is stopped
  75901. * @returns Boolean specifying if the runtime animation is stopped
  75902. */
  75903. isStopped(): boolean;
  75904. /**
  75905. * Disposes of the runtime animation
  75906. */
  75907. dispose(): void;
  75908. /**
  75909. * Apply the interpolated value to the target
  75910. * @param currentValue defines the value computed by the animation
  75911. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  75912. */
  75913. setValue(currentValue: any, weight: number): void;
  75914. private _getOriginalValues;
  75915. private _setValue;
  75916. /**
  75917. * Gets the loop pmode of the runtime animation
  75918. * @returns Loop Mode
  75919. */
  75920. private _getCorrectLoopMode;
  75921. /**
  75922. * Move the current animation to a given frame
  75923. * @param frame defines the frame to move to
  75924. */
  75925. goToFrame(frame: number): void;
  75926. /**
  75927. * @hidden Internal use only
  75928. */
  75929. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  75930. /**
  75931. * Execute the current animation
  75932. * @param delay defines the delay to add to the current frame
  75933. * @param from defines the lower bound of the animation range
  75934. * @param to defines the upper bound of the animation range
  75935. * @param loop defines if the current animation must loop
  75936. * @param speedRatio defines the current speed ratio
  75937. * @param weight defines the weight of the animation (default is -1 so no weight)
  75938. * @param onLoop optional callback called when animation loops
  75939. * @returns a boolean indicating if the animation is running
  75940. */
  75941. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  75942. }
  75943. }
  75944. declare module BABYLON {
  75945. /**
  75946. * Class used to store an actual running animation
  75947. */
  75948. export class Animatable {
  75949. /** defines the target object */
  75950. target: any;
  75951. /** defines the starting frame number (default is 0) */
  75952. fromFrame: number;
  75953. /** defines the ending frame number (default is 100) */
  75954. toFrame: number;
  75955. /** defines if the animation must loop (default is false) */
  75956. loopAnimation: boolean;
  75957. /** defines a callback to call when animation ends if it is not looping */
  75958. onAnimationEnd?: (() => void) | null | undefined;
  75959. /** defines a callback to call when animation loops */
  75960. onAnimationLoop?: (() => void) | null | undefined;
  75961. private _localDelayOffset;
  75962. private _pausedDelay;
  75963. private _runtimeAnimations;
  75964. private _paused;
  75965. private _scene;
  75966. private _speedRatio;
  75967. private _weight;
  75968. private _syncRoot;
  75969. /**
  75970. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  75971. * This will only apply for non looping animation (default is true)
  75972. */
  75973. disposeOnEnd: boolean;
  75974. /**
  75975. * Gets a boolean indicating if the animation has started
  75976. */
  75977. animationStarted: boolean;
  75978. /**
  75979. * Observer raised when the animation ends
  75980. */
  75981. onAnimationEndObservable: Observable<Animatable>;
  75982. /**
  75983. * Observer raised when the animation loops
  75984. */
  75985. onAnimationLoopObservable: Observable<Animatable>;
  75986. /**
  75987. * Gets the root Animatable used to synchronize and normalize animations
  75988. */
  75989. readonly syncRoot: Nullable<Animatable>;
  75990. /**
  75991. * Gets the current frame of the first RuntimeAnimation
  75992. * Used to synchronize Animatables
  75993. */
  75994. readonly masterFrame: number;
  75995. /**
  75996. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  75997. */
  75998. weight: number;
  75999. /**
  76000. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76001. */
  76002. speedRatio: number;
  76003. /**
  76004. * Creates a new Animatable
  76005. * @param scene defines the hosting scene
  76006. * @param target defines the target object
  76007. * @param fromFrame defines the starting frame number (default is 0)
  76008. * @param toFrame defines the ending frame number (default is 100)
  76009. * @param loopAnimation defines if the animation must loop (default is false)
  76010. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76011. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76012. * @param animations defines a group of animation to add to the new Animatable
  76013. * @param onAnimationLoop defines a callback to call when animation loops
  76014. */
  76015. constructor(scene: Scene,
  76016. /** defines the target object */
  76017. target: any,
  76018. /** defines the starting frame number (default is 0) */
  76019. fromFrame?: number,
  76020. /** defines the ending frame number (default is 100) */
  76021. toFrame?: number,
  76022. /** defines if the animation must loop (default is false) */
  76023. loopAnimation?: boolean, speedRatio?: number,
  76024. /** defines a callback to call when animation ends if it is not looping */
  76025. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76026. /** defines a callback to call when animation loops */
  76027. onAnimationLoop?: (() => void) | null | undefined);
  76028. /**
  76029. * Synchronize and normalize current Animatable with a source Animatable
  76030. * This is useful when using animation weights and when animations are not of the same length
  76031. * @param root defines the root Animatable to synchronize with
  76032. * @returns the current Animatable
  76033. */
  76034. syncWith(root: Animatable): Animatable;
  76035. /**
  76036. * Gets the list of runtime animations
  76037. * @returns an array of RuntimeAnimation
  76038. */
  76039. getAnimations(): RuntimeAnimation[];
  76040. /**
  76041. * Adds more animations to the current animatable
  76042. * @param target defines the target of the animations
  76043. * @param animations defines the new animations to add
  76044. */
  76045. appendAnimations(target: any, animations: Animation[]): void;
  76046. /**
  76047. * Gets the source animation for a specific property
  76048. * @param property defines the propertyu to look for
  76049. * @returns null or the source animation for the given property
  76050. */
  76051. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76052. /**
  76053. * Gets the runtime animation for a specific property
  76054. * @param property defines the propertyu to look for
  76055. * @returns null or the runtime animation for the given property
  76056. */
  76057. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76058. /**
  76059. * Resets the animatable to its original state
  76060. */
  76061. reset(): void;
  76062. /**
  76063. * Allows the animatable to blend with current running animations
  76064. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76065. * @param blendingSpeed defines the blending speed to use
  76066. */
  76067. enableBlending(blendingSpeed: number): void;
  76068. /**
  76069. * Disable animation blending
  76070. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76071. */
  76072. disableBlending(): void;
  76073. /**
  76074. * Jump directly to a given frame
  76075. * @param frame defines the frame to jump to
  76076. */
  76077. goToFrame(frame: number): void;
  76078. /**
  76079. * Pause the animation
  76080. */
  76081. pause(): void;
  76082. /**
  76083. * Restart the animation
  76084. */
  76085. restart(): void;
  76086. private _raiseOnAnimationEnd;
  76087. /**
  76088. * Stop and delete the current animation
  76089. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76090. * @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)
  76091. */
  76092. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76093. /**
  76094. * Wait asynchronously for the animation to end
  76095. * @returns a promise which will be fullfilled when the animation ends
  76096. */
  76097. waitAsync(): Promise<Animatable>;
  76098. /** @hidden */
  76099. _animate(delay: number): boolean;
  76100. }
  76101. interface Scene {
  76102. /** @hidden */
  76103. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76104. /** @hidden */
  76105. _processLateAnimationBindingsForMatrices(holder: {
  76106. totalWeight: number;
  76107. animations: RuntimeAnimation[];
  76108. originalValue: Matrix;
  76109. }): any;
  76110. /** @hidden */
  76111. _processLateAnimationBindingsForQuaternions(holder: {
  76112. totalWeight: number;
  76113. animations: RuntimeAnimation[];
  76114. originalValue: Quaternion;
  76115. }, refQuaternion: Quaternion): Quaternion;
  76116. /** @hidden */
  76117. _processLateAnimationBindings(): void;
  76118. /**
  76119. * Will start the animation sequence of a given target
  76120. * @param target defines the target
  76121. * @param from defines from which frame should animation start
  76122. * @param to defines until which frame should animation run.
  76123. * @param weight defines the weight to apply to the animation (1.0 by default)
  76124. * @param loop defines if the animation loops
  76125. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76126. * @param onAnimationEnd defines the function to be executed when the animation ends
  76127. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76128. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76129. * @param onAnimationLoop defines the callback to call when an animation loops
  76130. * @returns the animatable object created for this animation
  76131. */
  76132. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76133. /**
  76134. * Will start the animation sequence of a given target
  76135. * @param target defines the target
  76136. * @param from defines from which frame should animation start
  76137. * @param to defines until which frame should animation run.
  76138. * @param loop defines if the animation loops
  76139. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76140. * @param onAnimationEnd defines the function to be executed when the animation ends
  76141. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76142. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76143. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76144. * @param onAnimationLoop defines the callback to call when an animation loops
  76145. * @returns the animatable object created for this animation
  76146. */
  76147. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76148. /**
  76149. * Will start the animation sequence of a given target and its hierarchy
  76150. * @param target defines the target
  76151. * @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.
  76152. * @param from defines from which frame should animation start
  76153. * @param to defines until which frame should animation run.
  76154. * @param loop defines if the animation loops
  76155. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76156. * @param onAnimationEnd defines the function to be executed when the animation ends
  76157. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76158. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76159. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76160. * @param onAnimationLoop defines the callback to call when an animation loops
  76161. * @returns the list of created animatables
  76162. */
  76163. 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[];
  76164. /**
  76165. * Begin a new animation on a given node
  76166. * @param target defines the target where the animation will take place
  76167. * @param animations defines the list of animations to start
  76168. * @param from defines the initial value
  76169. * @param to defines the final value
  76170. * @param loop defines if you want animation to loop (off by default)
  76171. * @param speedRatio defines the speed ratio to apply to all animations
  76172. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76173. * @param onAnimationLoop defines the callback to call when an animation loops
  76174. * @returns the list of created animatables
  76175. */
  76176. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76177. /**
  76178. * Begin a new animation on a given node and its hierarchy
  76179. * @param target defines the root node where the animation will take place
  76180. * @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.
  76181. * @param animations defines the list of animations to start
  76182. * @param from defines the initial value
  76183. * @param to defines the final value
  76184. * @param loop defines if you want animation to loop (off by default)
  76185. * @param speedRatio defines the speed ratio to apply to all animations
  76186. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76187. * @param onAnimationLoop defines the callback to call when an animation loops
  76188. * @returns the list of animatables created for all nodes
  76189. */
  76190. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76191. /**
  76192. * Gets the animatable associated with a specific target
  76193. * @param target defines the target of the animatable
  76194. * @returns the required animatable if found
  76195. */
  76196. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76197. /**
  76198. * Gets all animatables associated with a given target
  76199. * @param target defines the target to look animatables for
  76200. * @returns an array of Animatables
  76201. */
  76202. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76203. /**
  76204. * Stops and removes all animations that have been applied to the scene
  76205. */
  76206. stopAllAnimations(): void;
  76207. }
  76208. interface Bone {
  76209. /**
  76210. * Copy an animation range from another bone
  76211. * @param source defines the source bone
  76212. * @param rangeName defines the range name to copy
  76213. * @param frameOffset defines the frame offset
  76214. * @param rescaleAsRequired defines if rescaling must be applied if required
  76215. * @param skelDimensionsRatio defines the scaling ratio
  76216. * @returns true if operation was successful
  76217. */
  76218. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76219. }
  76220. }
  76221. declare module BABYLON {
  76222. /**
  76223. * Class used to override all child animations of a given target
  76224. */
  76225. export class AnimationPropertiesOverride {
  76226. /**
  76227. * Gets or sets a value indicating if animation blending must be used
  76228. */
  76229. enableBlending: boolean;
  76230. /**
  76231. * Gets or sets the blending speed to use when enableBlending is true
  76232. */
  76233. blendingSpeed: number;
  76234. /**
  76235. * Gets or sets the default loop mode to use
  76236. */
  76237. loopMode: number;
  76238. }
  76239. }
  76240. declare module BABYLON {
  76241. /**
  76242. * Class used to handle skinning animations
  76243. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76244. */
  76245. export class Skeleton implements IAnimatable {
  76246. /** defines the skeleton name */
  76247. name: string;
  76248. /** defines the skeleton Id */
  76249. id: string;
  76250. /**
  76251. * Defines the list of child bones
  76252. */
  76253. bones: Bone[];
  76254. /**
  76255. * Defines an estimate of the dimension of the skeleton at rest
  76256. */
  76257. dimensionsAtRest: Vector3;
  76258. /**
  76259. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76260. */
  76261. needInitialSkinMatrix: boolean;
  76262. /**
  76263. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76264. */
  76265. overrideMesh: Nullable<AbstractMesh>;
  76266. /**
  76267. * Gets the list of animations attached to this skeleton
  76268. */
  76269. animations: Array<Animation>;
  76270. private _scene;
  76271. private _isDirty;
  76272. private _transformMatrices;
  76273. private _transformMatrixTexture;
  76274. private _meshesWithPoseMatrix;
  76275. private _animatables;
  76276. private _identity;
  76277. private _synchronizedWithMesh;
  76278. private _ranges;
  76279. private _lastAbsoluteTransformsUpdateId;
  76280. private _canUseTextureForBones;
  76281. private _uniqueId;
  76282. /** @hidden */
  76283. _numBonesWithLinkedTransformNode: number;
  76284. /** @hidden */
  76285. _hasWaitingData: Nullable<boolean>;
  76286. /**
  76287. * Specifies if the skeleton should be serialized
  76288. */
  76289. doNotSerialize: boolean;
  76290. private _useTextureToStoreBoneMatrices;
  76291. /**
  76292. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  76293. * Please note that this option is not available if the hardware does not support it
  76294. */
  76295. useTextureToStoreBoneMatrices: boolean;
  76296. private _animationPropertiesOverride;
  76297. /**
  76298. * Gets or sets the animation properties override
  76299. */
  76300. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  76301. /**
  76302. * List of inspectable custom properties (used by the Inspector)
  76303. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76304. */
  76305. inspectableCustomProperties: IInspectable[];
  76306. /**
  76307. * An observable triggered before computing the skeleton's matrices
  76308. */
  76309. onBeforeComputeObservable: Observable<Skeleton>;
  76310. /**
  76311. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  76312. */
  76313. readonly isUsingTextureForMatrices: boolean;
  76314. /**
  76315. * Gets the unique ID of this skeleton
  76316. */
  76317. readonly uniqueId: number;
  76318. /**
  76319. * Creates a new skeleton
  76320. * @param name defines the skeleton name
  76321. * @param id defines the skeleton Id
  76322. * @param scene defines the hosting scene
  76323. */
  76324. constructor(
  76325. /** defines the skeleton name */
  76326. name: string,
  76327. /** defines the skeleton Id */
  76328. id: string, scene: Scene);
  76329. /**
  76330. * Gets the current object class name.
  76331. * @return the class name
  76332. */
  76333. getClassName(): string;
  76334. /**
  76335. * Returns an array containing the root bones
  76336. * @returns an array containing the root bones
  76337. */
  76338. getChildren(): Array<Bone>;
  76339. /**
  76340. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  76341. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76342. * @returns a Float32Array containing matrices data
  76343. */
  76344. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  76345. /**
  76346. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  76347. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76348. * @returns a raw texture containing the data
  76349. */
  76350. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  76351. /**
  76352. * Gets the current hosting scene
  76353. * @returns a scene object
  76354. */
  76355. getScene(): Scene;
  76356. /**
  76357. * Gets a string representing the current skeleton data
  76358. * @param fullDetails defines a boolean indicating if we want a verbose version
  76359. * @returns a string representing the current skeleton data
  76360. */
  76361. toString(fullDetails?: boolean): string;
  76362. /**
  76363. * Get bone's index searching by name
  76364. * @param name defines bone's name to search for
  76365. * @return the indice of the bone. Returns -1 if not found
  76366. */
  76367. getBoneIndexByName(name: string): number;
  76368. /**
  76369. * Creater a new animation range
  76370. * @param name defines the name of the range
  76371. * @param from defines the start key
  76372. * @param to defines the end key
  76373. */
  76374. createAnimationRange(name: string, from: number, to: number): void;
  76375. /**
  76376. * Delete a specific animation range
  76377. * @param name defines the name of the range
  76378. * @param deleteFrames defines if frames must be removed as well
  76379. */
  76380. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  76381. /**
  76382. * Gets a specific animation range
  76383. * @param name defines the name of the range to look for
  76384. * @returns the requested animation range or null if not found
  76385. */
  76386. getAnimationRange(name: string): Nullable<AnimationRange>;
  76387. /**
  76388. * Gets the list of all animation ranges defined on this skeleton
  76389. * @returns an array
  76390. */
  76391. getAnimationRanges(): Nullable<AnimationRange>[];
  76392. /**
  76393. * Copy animation range from a source skeleton.
  76394. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  76395. * @param source defines the source skeleton
  76396. * @param name defines the name of the range to copy
  76397. * @param rescaleAsRequired defines if rescaling must be applied if required
  76398. * @returns true if operation was successful
  76399. */
  76400. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  76401. /**
  76402. * Forces the skeleton to go to rest pose
  76403. */
  76404. returnToRest(): void;
  76405. private _getHighestAnimationFrame;
  76406. /**
  76407. * Begin a specific animation range
  76408. * @param name defines the name of the range to start
  76409. * @param loop defines if looping must be turned on (false by default)
  76410. * @param speedRatio defines the speed ratio to apply (1 by default)
  76411. * @param onAnimationEnd defines a callback which will be called when animation will end
  76412. * @returns a new animatable
  76413. */
  76414. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  76415. /** @hidden */
  76416. _markAsDirty(): void;
  76417. /** @hidden */
  76418. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76419. /** @hidden */
  76420. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76421. private _computeTransformMatrices;
  76422. /**
  76423. * Build all resources required to render a skeleton
  76424. */
  76425. prepare(): void;
  76426. /**
  76427. * Gets the list of animatables currently running for this skeleton
  76428. * @returns an array of animatables
  76429. */
  76430. getAnimatables(): IAnimatable[];
  76431. /**
  76432. * Clone the current skeleton
  76433. * @param name defines the name of the new skeleton
  76434. * @param id defines the id of the new skeleton
  76435. * @returns the new skeleton
  76436. */
  76437. clone(name: string, id: string): Skeleton;
  76438. /**
  76439. * Enable animation blending for this skeleton
  76440. * @param blendingSpeed defines the blending speed to apply
  76441. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76442. */
  76443. enableBlending(blendingSpeed?: number): void;
  76444. /**
  76445. * Releases all resources associated with the current skeleton
  76446. */
  76447. dispose(): void;
  76448. /**
  76449. * Serialize the skeleton in a JSON object
  76450. * @returns a JSON object
  76451. */
  76452. serialize(): any;
  76453. /**
  76454. * Creates a new skeleton from serialized data
  76455. * @param parsedSkeleton defines the serialized data
  76456. * @param scene defines the hosting scene
  76457. * @returns a new skeleton
  76458. */
  76459. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  76460. /**
  76461. * Compute all node absolute transforms
  76462. * @param forceUpdate defines if computation must be done even if cache is up to date
  76463. */
  76464. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  76465. /**
  76466. * Gets the root pose matrix
  76467. * @returns a matrix
  76468. */
  76469. getPoseMatrix(): Nullable<Matrix>;
  76470. /**
  76471. * Sorts bones per internal index
  76472. */
  76473. sortBones(): void;
  76474. private _sortBones;
  76475. }
  76476. }
  76477. declare module BABYLON {
  76478. /**
  76479. * Class used to store bone information
  76480. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76481. */
  76482. export class Bone extends Node {
  76483. /**
  76484. * defines the bone name
  76485. */
  76486. name: string;
  76487. private static _tmpVecs;
  76488. private static _tmpQuat;
  76489. private static _tmpMats;
  76490. /**
  76491. * Gets the list of child bones
  76492. */
  76493. children: Bone[];
  76494. /** Gets the animations associated with this bone */
  76495. animations: Animation[];
  76496. /**
  76497. * Gets or sets bone length
  76498. */
  76499. length: number;
  76500. /**
  76501. * @hidden Internal only
  76502. * Set this value to map this bone to a different index in the transform matrices
  76503. * Set this value to -1 to exclude the bone from the transform matrices
  76504. */
  76505. _index: Nullable<number>;
  76506. private _skeleton;
  76507. private _localMatrix;
  76508. private _restPose;
  76509. private _baseMatrix;
  76510. private _absoluteTransform;
  76511. private _invertedAbsoluteTransform;
  76512. private _parent;
  76513. private _scalingDeterminant;
  76514. private _worldTransform;
  76515. private _localScaling;
  76516. private _localRotation;
  76517. private _localPosition;
  76518. private _needToDecompose;
  76519. private _needToCompose;
  76520. /** @hidden */
  76521. _linkedTransformNode: Nullable<TransformNode>;
  76522. /** @hidden */
  76523. _waitingTransformNodeId: Nullable<string>;
  76524. /** @hidden */
  76525. /** @hidden */
  76526. _matrix: Matrix;
  76527. /**
  76528. * Create a new bone
  76529. * @param name defines the bone name
  76530. * @param skeleton defines the parent skeleton
  76531. * @param parentBone defines the parent (can be null if the bone is the root)
  76532. * @param localMatrix defines the local matrix
  76533. * @param restPose defines the rest pose matrix
  76534. * @param baseMatrix defines the base matrix
  76535. * @param index defines index of the bone in the hiearchy
  76536. */
  76537. constructor(
  76538. /**
  76539. * defines the bone name
  76540. */
  76541. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  76542. /**
  76543. * Gets the current object class name.
  76544. * @return the class name
  76545. */
  76546. getClassName(): string;
  76547. /**
  76548. * Gets the parent skeleton
  76549. * @returns a skeleton
  76550. */
  76551. getSkeleton(): Skeleton;
  76552. /**
  76553. * Gets parent bone
  76554. * @returns a bone or null if the bone is the root of the bone hierarchy
  76555. */
  76556. getParent(): Nullable<Bone>;
  76557. /**
  76558. * Returns an array containing the root bones
  76559. * @returns an array containing the root bones
  76560. */
  76561. getChildren(): Array<Bone>;
  76562. /**
  76563. * Sets the parent bone
  76564. * @param parent defines the parent (can be null if the bone is the root)
  76565. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  76566. */
  76567. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  76568. /**
  76569. * Gets the local matrix
  76570. * @returns a matrix
  76571. */
  76572. getLocalMatrix(): Matrix;
  76573. /**
  76574. * Gets the base matrix (initial matrix which remains unchanged)
  76575. * @returns a matrix
  76576. */
  76577. getBaseMatrix(): Matrix;
  76578. /**
  76579. * Gets the rest pose matrix
  76580. * @returns a matrix
  76581. */
  76582. getRestPose(): Matrix;
  76583. /**
  76584. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  76585. */
  76586. getWorldMatrix(): Matrix;
  76587. /**
  76588. * Sets the local matrix to rest pose matrix
  76589. */
  76590. returnToRest(): void;
  76591. /**
  76592. * Gets the inverse of the absolute transform matrix.
  76593. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  76594. * @returns a matrix
  76595. */
  76596. getInvertedAbsoluteTransform(): Matrix;
  76597. /**
  76598. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  76599. * @returns a matrix
  76600. */
  76601. getAbsoluteTransform(): Matrix;
  76602. /**
  76603. * Links with the given transform node.
  76604. * The local matrix of this bone is copied from the transform node every frame.
  76605. * @param transformNode defines the transform node to link to
  76606. */
  76607. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  76608. /** Gets or sets current position (in local space) */
  76609. position: Vector3;
  76610. /** Gets or sets current rotation (in local space) */
  76611. rotation: Vector3;
  76612. /** Gets or sets current rotation quaternion (in local space) */
  76613. rotationQuaternion: Quaternion;
  76614. /** Gets or sets current scaling (in local space) */
  76615. scaling: Vector3;
  76616. /**
  76617. * Gets the animation properties override
  76618. */
  76619. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  76620. private _decompose;
  76621. private _compose;
  76622. /**
  76623. * Update the base and local matrices
  76624. * @param matrix defines the new base or local matrix
  76625. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  76626. * @param updateLocalMatrix defines if the local matrix should be updated
  76627. */
  76628. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  76629. /** @hidden */
  76630. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  76631. /**
  76632. * Flag the bone as dirty (Forcing it to update everything)
  76633. */
  76634. markAsDirty(): void;
  76635. /** @hidden */
  76636. _markAsDirtyAndCompose(): void;
  76637. private _markAsDirtyAndDecompose;
  76638. /**
  76639. * Translate the bone in local or world space
  76640. * @param vec The amount to translate the bone
  76641. * @param space The space that the translation is in
  76642. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76643. */
  76644. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  76645. /**
  76646. * Set the postion of the bone in local or world space
  76647. * @param position The position to set the bone
  76648. * @param space The space that the position is in
  76649. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76650. */
  76651. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  76652. /**
  76653. * Set the absolute position of the bone (world space)
  76654. * @param position The position to set the bone
  76655. * @param mesh The mesh that this bone is attached to
  76656. */
  76657. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  76658. /**
  76659. * Scale the bone on the x, y and z axes (in local space)
  76660. * @param x The amount to scale the bone on the x axis
  76661. * @param y The amount to scale the bone on the y axis
  76662. * @param z The amount to scale the bone on the z axis
  76663. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  76664. */
  76665. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  76666. /**
  76667. * Set the bone scaling in local space
  76668. * @param scale defines the scaling vector
  76669. */
  76670. setScale(scale: Vector3): void;
  76671. /**
  76672. * Gets the current scaling in local space
  76673. * @returns the current scaling vector
  76674. */
  76675. getScale(): Vector3;
  76676. /**
  76677. * Gets the current scaling in local space and stores it in a target vector
  76678. * @param result defines the target vector
  76679. */
  76680. getScaleToRef(result: Vector3): void;
  76681. /**
  76682. * Set the yaw, pitch, and roll of the bone in local or world space
  76683. * @param yaw The rotation of the bone on the y axis
  76684. * @param pitch The rotation of the bone on the x axis
  76685. * @param roll The rotation of the bone on the z axis
  76686. * @param space The space that the axes of rotation are in
  76687. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76688. */
  76689. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  76690. /**
  76691. * Add a rotation to the bone on an axis in local or world space
  76692. * @param axis The axis to rotate the bone on
  76693. * @param amount The amount to rotate the bone
  76694. * @param space The space that the axis is in
  76695. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76696. */
  76697. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  76698. /**
  76699. * Set the rotation of the bone to a particular axis angle in local or world space
  76700. * @param axis The axis to rotate the bone on
  76701. * @param angle The angle that the bone should be rotated to
  76702. * @param space The space that the axis is in
  76703. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76704. */
  76705. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  76706. /**
  76707. * Set the euler rotation of the bone in local of world space
  76708. * @param rotation The euler rotation that the bone should be set to
  76709. * @param space The space that the rotation is in
  76710. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76711. */
  76712. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  76713. /**
  76714. * Set the quaternion rotation of the bone in local of world space
  76715. * @param quat The quaternion rotation that the bone should be set to
  76716. * @param space The space that the rotation is in
  76717. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76718. */
  76719. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  76720. /**
  76721. * Set the rotation matrix of the bone in local of world space
  76722. * @param rotMat The rotation matrix that the bone should be set to
  76723. * @param space The space that the rotation is in
  76724. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76725. */
  76726. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  76727. private _rotateWithMatrix;
  76728. private _getNegativeRotationToRef;
  76729. /**
  76730. * Get the position of the bone in local or world space
  76731. * @param space The space that the returned position is in
  76732. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76733. * @returns The position of the bone
  76734. */
  76735. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  76736. /**
  76737. * Copy the position of the bone to a vector3 in local or world space
  76738. * @param space The space that the returned position is in
  76739. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76740. * @param result The vector3 to copy the position to
  76741. */
  76742. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  76743. /**
  76744. * Get the absolute position of the bone (world space)
  76745. * @param mesh The mesh that this bone is attached to
  76746. * @returns The absolute position of the bone
  76747. */
  76748. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  76749. /**
  76750. * Copy the absolute position of the bone (world space) to the result param
  76751. * @param mesh The mesh that this bone is attached to
  76752. * @param result The vector3 to copy the absolute position to
  76753. */
  76754. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  76755. /**
  76756. * Compute the absolute transforms of this bone and its children
  76757. */
  76758. computeAbsoluteTransforms(): void;
  76759. /**
  76760. * Get the world direction from an axis that is in the local space of the bone
  76761. * @param localAxis The local direction that is used to compute the world direction
  76762. * @param mesh The mesh that this bone is attached to
  76763. * @returns The world direction
  76764. */
  76765. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  76766. /**
  76767. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  76768. * @param localAxis The local direction that is used to compute the world direction
  76769. * @param mesh The mesh that this bone is attached to
  76770. * @param result The vector3 that the world direction will be copied to
  76771. */
  76772. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  76773. /**
  76774. * Get the euler rotation of the bone in local or world space
  76775. * @param space The space that the rotation should be in
  76776. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76777. * @returns The euler rotation
  76778. */
  76779. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  76780. /**
  76781. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  76782. * @param space The space that the rotation should be in
  76783. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76784. * @param result The vector3 that the rotation should be copied to
  76785. */
  76786. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  76787. /**
  76788. * Get the quaternion rotation of the bone in either local or world space
  76789. * @param space The space that the rotation should be in
  76790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76791. * @returns The quaternion rotation
  76792. */
  76793. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  76794. /**
  76795. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  76796. * @param space The space that the rotation should be in
  76797. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76798. * @param result The quaternion that the rotation should be copied to
  76799. */
  76800. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  76801. /**
  76802. * Get the rotation matrix of the bone in local or world space
  76803. * @param space The space that the rotation should be in
  76804. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76805. * @returns The rotation matrix
  76806. */
  76807. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  76808. /**
  76809. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  76810. * @param space The space that the rotation should be in
  76811. * @param mesh The mesh that this bone is attached to. This is only used in world space
  76812. * @param result The quaternion that the rotation should be copied to
  76813. */
  76814. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  76815. /**
  76816. * Get the world position of a point that is in the local space of the bone
  76817. * @param position The local position
  76818. * @param mesh The mesh that this bone is attached to
  76819. * @returns The world position
  76820. */
  76821. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  76822. /**
  76823. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  76824. * @param position The local position
  76825. * @param mesh The mesh that this bone is attached to
  76826. * @param result The vector3 that the world position should be copied to
  76827. */
  76828. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  76829. /**
  76830. * Get the local position of a point that is in world space
  76831. * @param position The world position
  76832. * @param mesh The mesh that this bone is attached to
  76833. * @returns The local position
  76834. */
  76835. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  76836. /**
  76837. * Get the local position of a point that is in world space and copy it to the result param
  76838. * @param position The world position
  76839. * @param mesh The mesh that this bone is attached to
  76840. * @param result The vector3 that the local position should be copied to
  76841. */
  76842. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  76843. }
  76844. }
  76845. declare module BABYLON {
  76846. /**
  76847. * 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.
  76848. * @see https://doc.babylonjs.com/how_to/transformnode
  76849. */
  76850. export class TransformNode extends Node {
  76851. /**
  76852. * Object will not rotate to face the camera
  76853. */
  76854. static BILLBOARDMODE_NONE: number;
  76855. /**
  76856. * Object will rotate to face the camera but only on the x axis
  76857. */
  76858. static BILLBOARDMODE_X: number;
  76859. /**
  76860. * Object will rotate to face the camera but only on the y axis
  76861. */
  76862. static BILLBOARDMODE_Y: number;
  76863. /**
  76864. * Object will rotate to face the camera but only on the z axis
  76865. */
  76866. static BILLBOARDMODE_Z: number;
  76867. /**
  76868. * Object will rotate to face the camera
  76869. */
  76870. static BILLBOARDMODE_ALL: number;
  76871. private _forward;
  76872. private _forwardInverted;
  76873. private _up;
  76874. private _right;
  76875. private _rightInverted;
  76876. private _position;
  76877. private _rotation;
  76878. private _rotationQuaternion;
  76879. protected _scaling: Vector3;
  76880. protected _isDirty: boolean;
  76881. private _transformToBoneReferal;
  76882. private _billboardMode;
  76883. /**
  76884. * Gets or sets the billboard mode. Default is 0.
  76885. *
  76886. * | Value | Type | Description |
  76887. * | --- | --- | --- |
  76888. * | 0 | BILLBOARDMODE_NONE | |
  76889. * | 1 | BILLBOARDMODE_X | |
  76890. * | 2 | BILLBOARDMODE_Y | |
  76891. * | 4 | BILLBOARDMODE_Z | |
  76892. * | 7 | BILLBOARDMODE_ALL | |
  76893. *
  76894. */
  76895. billboardMode: number;
  76896. private _preserveParentRotationForBillboard;
  76897. /**
  76898. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  76899. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  76900. */
  76901. preserveParentRotationForBillboard: boolean;
  76902. /**
  76903. * 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
  76904. */
  76905. scalingDeterminant: number;
  76906. private _infiniteDistance;
  76907. /**
  76908. * Gets or sets the distance of the object to max, often used by skybox
  76909. */
  76910. infiniteDistance: boolean;
  76911. /**
  76912. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  76913. * By default the system will update normals to compensate
  76914. */
  76915. ignoreNonUniformScaling: boolean;
  76916. /**
  76917. * 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
  76918. */
  76919. reIntegrateRotationIntoRotationQuaternion: boolean;
  76920. /** @hidden */
  76921. _poseMatrix: Nullable<Matrix>;
  76922. /** @hidden */
  76923. _localMatrix: Matrix;
  76924. private _usePivotMatrix;
  76925. private _absolutePosition;
  76926. private _pivotMatrix;
  76927. private _pivotMatrixInverse;
  76928. protected _postMultiplyPivotMatrix: boolean;
  76929. protected _isWorldMatrixFrozen: boolean;
  76930. /** @hidden */
  76931. _indexInSceneTransformNodesArray: number;
  76932. /**
  76933. * An event triggered after the world matrix is updated
  76934. */
  76935. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  76936. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  76937. /**
  76938. * Gets a string identifying the name of the class
  76939. * @returns "TransformNode" string
  76940. */
  76941. getClassName(): string;
  76942. /**
  76943. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  76944. */
  76945. position: Vector3;
  76946. /**
  76947. * 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)).
  76948. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  76949. */
  76950. rotation: Vector3;
  76951. /**
  76952. * 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)).
  76953. */
  76954. scaling: Vector3;
  76955. /**
  76956. * 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).
  76957. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  76958. */
  76959. rotationQuaternion: Nullable<Quaternion>;
  76960. /**
  76961. * The forward direction of that transform in world space.
  76962. */
  76963. readonly forward: Vector3;
  76964. /**
  76965. * The up direction of that transform in world space.
  76966. */
  76967. readonly up: Vector3;
  76968. /**
  76969. * The right direction of that transform in world space.
  76970. */
  76971. readonly right: Vector3;
  76972. /**
  76973. * Copies the parameter passed Matrix into the mesh Pose matrix.
  76974. * @param matrix the matrix to copy the pose from
  76975. * @returns this TransformNode.
  76976. */
  76977. updatePoseMatrix(matrix: Matrix): TransformNode;
  76978. /**
  76979. * Returns the mesh Pose matrix.
  76980. * @returns the pose matrix
  76981. */
  76982. getPoseMatrix(): Matrix;
  76983. /** @hidden */
  76984. _isSynchronized(): boolean;
  76985. /** @hidden */
  76986. _initCache(): void;
  76987. /**
  76988. * Flag the transform node as dirty (Forcing it to update everything)
  76989. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  76990. * @returns this transform node
  76991. */
  76992. markAsDirty(property: string): TransformNode;
  76993. /**
  76994. * Returns the current mesh absolute position.
  76995. * Returns a Vector3.
  76996. */
  76997. readonly absolutePosition: Vector3;
  76998. /**
  76999. * Sets a new matrix to apply before all other transformation
  77000. * @param matrix defines the transform matrix
  77001. * @returns the current TransformNode
  77002. */
  77003. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77004. /**
  77005. * Sets a new pivot matrix to the current node
  77006. * @param matrix defines the new pivot matrix to use
  77007. * @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
  77008. * @returns the current TransformNode
  77009. */
  77010. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77011. /**
  77012. * Returns the mesh pivot matrix.
  77013. * Default : Identity.
  77014. * @returns the matrix
  77015. */
  77016. getPivotMatrix(): Matrix;
  77017. /**
  77018. * Prevents the World matrix to be computed any longer.
  77019. * @returns the TransformNode.
  77020. */
  77021. freezeWorldMatrix(): TransformNode;
  77022. /**
  77023. * Allows back the World matrix computation.
  77024. * @returns the TransformNode.
  77025. */
  77026. unfreezeWorldMatrix(): this;
  77027. /**
  77028. * True if the World matrix has been frozen.
  77029. */
  77030. readonly isWorldMatrixFrozen: boolean;
  77031. /**
  77032. * Retuns the mesh absolute position in the World.
  77033. * @returns a Vector3.
  77034. */
  77035. getAbsolutePosition(): Vector3;
  77036. /**
  77037. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77038. * @param absolutePosition the absolute position to set
  77039. * @returns the TransformNode.
  77040. */
  77041. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77042. /**
  77043. * Sets the mesh position in its local space.
  77044. * @param vector3 the position to set in localspace
  77045. * @returns the TransformNode.
  77046. */
  77047. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77048. /**
  77049. * Returns the mesh position in the local space from the current World matrix values.
  77050. * @returns a new Vector3.
  77051. */
  77052. getPositionExpressedInLocalSpace(): Vector3;
  77053. /**
  77054. * Translates the mesh along the passed Vector3 in its local space.
  77055. * @param vector3 the distance to translate in localspace
  77056. * @returns the TransformNode.
  77057. */
  77058. locallyTranslate(vector3: Vector3): TransformNode;
  77059. private static _lookAtVectorCache;
  77060. /**
  77061. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77062. * @param targetPoint the position (must be in same space as current mesh) to look at
  77063. * @param yawCor optional yaw (y-axis) correction in radians
  77064. * @param pitchCor optional pitch (x-axis) correction in radians
  77065. * @param rollCor optional roll (z-axis) correction in radians
  77066. * @param space the choosen space of the target
  77067. * @returns the TransformNode.
  77068. */
  77069. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77070. /**
  77071. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77072. * This Vector3 is expressed in the World space.
  77073. * @param localAxis axis to rotate
  77074. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77075. */
  77076. getDirection(localAxis: Vector3): Vector3;
  77077. /**
  77078. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77079. * localAxis is expressed in the mesh local space.
  77080. * result is computed in the Wordl space from the mesh World matrix.
  77081. * @param localAxis axis to rotate
  77082. * @param result the resulting transformnode
  77083. * @returns this TransformNode.
  77084. */
  77085. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77086. /**
  77087. * Sets this transform node rotation to the given local axis.
  77088. * @param localAxis the axis in local space
  77089. * @param yawCor optional yaw (y-axis) correction in radians
  77090. * @param pitchCor optional pitch (x-axis) correction in radians
  77091. * @param rollCor optional roll (z-axis) correction in radians
  77092. * @returns this TransformNode
  77093. */
  77094. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77095. /**
  77096. * Sets a new pivot point to the current node
  77097. * @param point defines the new pivot point to use
  77098. * @param space defines if the point is in world or local space (local by default)
  77099. * @returns the current TransformNode
  77100. */
  77101. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77102. /**
  77103. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77104. * @returns the pivot point
  77105. */
  77106. getPivotPoint(): Vector3;
  77107. /**
  77108. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77109. * @param result the vector3 to store the result
  77110. * @returns this TransformNode.
  77111. */
  77112. getPivotPointToRef(result: Vector3): TransformNode;
  77113. /**
  77114. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77115. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77116. */
  77117. getAbsolutePivotPoint(): Vector3;
  77118. /**
  77119. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77120. * @param result vector3 to store the result
  77121. * @returns this TransformNode.
  77122. */
  77123. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77124. /**
  77125. * Defines the passed node as the parent of the current node.
  77126. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77127. * @see https://doc.babylonjs.com/how_to/parenting
  77128. * @param node the node ot set as the parent
  77129. * @returns this TransformNode.
  77130. */
  77131. setParent(node: Nullable<Node>): TransformNode;
  77132. private _nonUniformScaling;
  77133. /**
  77134. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77135. */
  77136. readonly nonUniformScaling: boolean;
  77137. /** @hidden */
  77138. _updateNonUniformScalingState(value: boolean): boolean;
  77139. /**
  77140. * Attach the current TransformNode to another TransformNode associated with a bone
  77141. * @param bone Bone affecting the TransformNode
  77142. * @param affectedTransformNode TransformNode associated with the bone
  77143. * @returns this object
  77144. */
  77145. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77146. /**
  77147. * Detach the transform node if its associated with a bone
  77148. * @returns this object
  77149. */
  77150. detachFromBone(): TransformNode;
  77151. private static _rotationAxisCache;
  77152. /**
  77153. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77154. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77155. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77156. * The passed axis is also normalized.
  77157. * @param axis the axis to rotate around
  77158. * @param amount the amount to rotate in radians
  77159. * @param space Space to rotate in (Default: local)
  77160. * @returns the TransformNode.
  77161. */
  77162. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77163. /**
  77164. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77165. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77166. * The passed axis is also normalized. .
  77167. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77168. * @param point the point to rotate around
  77169. * @param axis the axis to rotate around
  77170. * @param amount the amount to rotate in radians
  77171. * @returns the TransformNode
  77172. */
  77173. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77174. /**
  77175. * Translates the mesh along the axis vector for the passed distance in the given space.
  77176. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77177. * @param axis the axis to translate in
  77178. * @param distance the distance to translate
  77179. * @param space Space to rotate in (Default: local)
  77180. * @returns the TransformNode.
  77181. */
  77182. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77183. /**
  77184. * Adds a rotation step to the mesh current rotation.
  77185. * x, y, z are Euler angles expressed in radians.
  77186. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77187. * This means this rotation is made in the mesh local space only.
  77188. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77189. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77190. * ```javascript
  77191. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77192. * ```
  77193. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77194. * 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.
  77195. * @param x Rotation to add
  77196. * @param y Rotation to add
  77197. * @param z Rotation to add
  77198. * @returns the TransformNode.
  77199. */
  77200. addRotation(x: number, y: number, z: number): TransformNode;
  77201. /**
  77202. * @hidden
  77203. */
  77204. protected _getEffectiveParent(): Nullable<Node>;
  77205. /**
  77206. * Computes the world matrix of the node
  77207. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77208. * @returns the world matrix
  77209. */
  77210. computeWorldMatrix(force?: boolean): Matrix;
  77211. protected _afterComputeWorldMatrix(): void;
  77212. /**
  77213. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77214. * @param func callback function to add
  77215. *
  77216. * @returns the TransformNode.
  77217. */
  77218. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77219. /**
  77220. * Removes a registered callback function.
  77221. * @param func callback function to remove
  77222. * @returns the TransformNode.
  77223. */
  77224. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77225. /**
  77226. * Gets the position of the current mesh in camera space
  77227. * @param camera defines the camera to use
  77228. * @returns a position
  77229. */
  77230. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77231. /**
  77232. * Returns the distance from the mesh to the active camera
  77233. * @param camera defines the camera to use
  77234. * @returns the distance
  77235. */
  77236. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77237. /**
  77238. * Clone the current transform node
  77239. * @param name Name of the new clone
  77240. * @param newParent New parent for the clone
  77241. * @param doNotCloneChildren Do not clone children hierarchy
  77242. * @returns the new transform node
  77243. */
  77244. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77245. /**
  77246. * Serializes the objects information.
  77247. * @param currentSerializationObject defines the object to serialize in
  77248. * @returns the serialized object
  77249. */
  77250. serialize(currentSerializationObject?: any): any;
  77251. /**
  77252. * Returns a new TransformNode object parsed from the source provided.
  77253. * @param parsedTransformNode is the source.
  77254. * @param scene the scne the object belongs to
  77255. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77256. * @returns a new TransformNode object parsed from the source provided.
  77257. */
  77258. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  77259. /**
  77260. * Get all child-transformNodes of this node
  77261. * @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
  77262. * @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
  77263. * @returns an array of TransformNode
  77264. */
  77265. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  77266. /**
  77267. * Releases resources associated with this transform node.
  77268. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77269. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77270. */
  77271. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77272. /**
  77273. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  77274. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  77275. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  77276. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  77277. * @returns the current mesh
  77278. */
  77279. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  77280. }
  77281. }
  77282. declare module BABYLON {
  77283. /**
  77284. * Defines the types of pose enabled controllers that are supported
  77285. */
  77286. export enum PoseEnabledControllerType {
  77287. /**
  77288. * HTC Vive
  77289. */
  77290. VIVE = 0,
  77291. /**
  77292. * Oculus Rift
  77293. */
  77294. OCULUS = 1,
  77295. /**
  77296. * Windows mixed reality
  77297. */
  77298. WINDOWS = 2,
  77299. /**
  77300. * Samsung gear VR
  77301. */
  77302. GEAR_VR = 3,
  77303. /**
  77304. * Google Daydream
  77305. */
  77306. DAYDREAM = 4,
  77307. /**
  77308. * Generic
  77309. */
  77310. GENERIC = 5
  77311. }
  77312. /**
  77313. * Defines the MutableGamepadButton interface for the state of a gamepad button
  77314. */
  77315. export interface MutableGamepadButton {
  77316. /**
  77317. * Value of the button/trigger
  77318. */
  77319. value: number;
  77320. /**
  77321. * If the button/trigger is currently touched
  77322. */
  77323. touched: boolean;
  77324. /**
  77325. * If the button/trigger is currently pressed
  77326. */
  77327. pressed: boolean;
  77328. }
  77329. /**
  77330. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  77331. * @hidden
  77332. */
  77333. export interface ExtendedGamepadButton extends GamepadButton {
  77334. /**
  77335. * If the button/trigger is currently pressed
  77336. */
  77337. readonly pressed: boolean;
  77338. /**
  77339. * If the button/trigger is currently touched
  77340. */
  77341. readonly touched: boolean;
  77342. /**
  77343. * Value of the button/trigger
  77344. */
  77345. readonly value: number;
  77346. }
  77347. /** @hidden */
  77348. export interface _GamePadFactory {
  77349. /**
  77350. * Returns wether or not the current gamepad can be created for this type of controller.
  77351. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77352. * @returns true if it can be created, otherwise false
  77353. */
  77354. canCreate(gamepadInfo: any): boolean;
  77355. /**
  77356. * Creates a new instance of the Gamepad.
  77357. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77358. * @returns the new gamepad instance
  77359. */
  77360. create(gamepadInfo: any): Gamepad;
  77361. }
  77362. /**
  77363. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77364. */
  77365. export class PoseEnabledControllerHelper {
  77366. /** @hidden */
  77367. static _ControllerFactories: _GamePadFactory[];
  77368. /** @hidden */
  77369. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  77370. /**
  77371. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77372. * @param vrGamepad the gamepad to initialized
  77373. * @returns a vr controller of the type the gamepad identified as
  77374. */
  77375. static InitiateController(vrGamepad: any): Gamepad;
  77376. }
  77377. /**
  77378. * Defines the PoseEnabledController object that contains state of a vr capable controller
  77379. */
  77380. export class PoseEnabledController extends Gamepad implements PoseControlled {
  77381. /**
  77382. * If the controller is used in a webXR session
  77383. */
  77384. isXR: boolean;
  77385. private _deviceRoomPosition;
  77386. private _deviceRoomRotationQuaternion;
  77387. /**
  77388. * The device position in babylon space
  77389. */
  77390. devicePosition: Vector3;
  77391. /**
  77392. * The device rotation in babylon space
  77393. */
  77394. deviceRotationQuaternion: Quaternion;
  77395. /**
  77396. * The scale factor of the device in babylon space
  77397. */
  77398. deviceScaleFactor: number;
  77399. /**
  77400. * (Likely devicePosition should be used instead) The device position in its room space
  77401. */
  77402. position: Vector3;
  77403. /**
  77404. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  77405. */
  77406. rotationQuaternion: Quaternion;
  77407. /**
  77408. * The type of controller (Eg. Windows mixed reality)
  77409. */
  77410. controllerType: PoseEnabledControllerType;
  77411. protected _calculatedPosition: Vector3;
  77412. private _calculatedRotation;
  77413. /**
  77414. * The raw pose from the device
  77415. */
  77416. rawPose: DevicePose;
  77417. private _trackPosition;
  77418. private _maxRotationDistFromHeadset;
  77419. private _draggedRoomRotation;
  77420. /**
  77421. * @hidden
  77422. */
  77423. _disableTrackPosition(fixedPosition: Vector3): void;
  77424. /**
  77425. * Internal, the mesh attached to the controller
  77426. * @hidden
  77427. */
  77428. _mesh: Nullable<AbstractMesh>;
  77429. private _poseControlledCamera;
  77430. private _leftHandSystemQuaternion;
  77431. /**
  77432. * Internal, matrix used to convert room space to babylon space
  77433. * @hidden
  77434. */
  77435. _deviceToWorld: Matrix;
  77436. /**
  77437. * Node to be used when casting a ray from the controller
  77438. * @hidden
  77439. */
  77440. _pointingPoseNode: Nullable<TransformNode>;
  77441. /**
  77442. * Name of the child mesh that can be used to cast a ray from the controller
  77443. */
  77444. static readonly POINTING_POSE: string;
  77445. /**
  77446. * Creates a new PoseEnabledController from a gamepad
  77447. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  77448. */
  77449. constructor(browserGamepad: any);
  77450. private _workingMatrix;
  77451. /**
  77452. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  77453. */
  77454. update(): void;
  77455. /**
  77456. * Updates only the pose device and mesh without doing any button event checking
  77457. */
  77458. protected _updatePoseAndMesh(): void;
  77459. /**
  77460. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  77461. * @param poseData raw pose fromthe device
  77462. */
  77463. updateFromDevice(poseData: DevicePose): void;
  77464. /**
  77465. * @hidden
  77466. */
  77467. _meshAttachedObservable: Observable<AbstractMesh>;
  77468. /**
  77469. * Attaches a mesh to the controller
  77470. * @param mesh the mesh to be attached
  77471. */
  77472. attachToMesh(mesh: AbstractMesh): void;
  77473. /**
  77474. * Attaches the controllers mesh to a camera
  77475. * @param camera the camera the mesh should be attached to
  77476. */
  77477. attachToPoseControlledCamera(camera: TargetCamera): void;
  77478. /**
  77479. * Disposes of the controller
  77480. */
  77481. dispose(): void;
  77482. /**
  77483. * The mesh that is attached to the controller
  77484. */
  77485. readonly mesh: Nullable<AbstractMesh>;
  77486. /**
  77487. * Gets the ray of the controller in the direction the controller is pointing
  77488. * @param length the length the resulting ray should be
  77489. * @returns a ray in the direction the controller is pointing
  77490. */
  77491. getForwardRay(length?: number): Ray;
  77492. }
  77493. }
  77494. declare module BABYLON {
  77495. /**
  77496. * Defines the WebVRController object that represents controllers tracked in 3D space
  77497. */
  77498. export abstract class WebVRController extends PoseEnabledController {
  77499. /**
  77500. * Internal, the default controller model for the controller
  77501. */
  77502. protected _defaultModel: AbstractMesh;
  77503. /**
  77504. * Fired when the trigger state has changed
  77505. */
  77506. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  77507. /**
  77508. * Fired when the main button state has changed
  77509. */
  77510. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77511. /**
  77512. * Fired when the secondary button state has changed
  77513. */
  77514. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77515. /**
  77516. * Fired when the pad state has changed
  77517. */
  77518. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  77519. /**
  77520. * Fired when controllers stick values have changed
  77521. */
  77522. onPadValuesChangedObservable: Observable<StickValues>;
  77523. /**
  77524. * Array of button availible on the controller
  77525. */
  77526. protected _buttons: Array<MutableGamepadButton>;
  77527. private _onButtonStateChange;
  77528. /**
  77529. * Fired when a controller button's state has changed
  77530. * @param callback the callback containing the button that was modified
  77531. */
  77532. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  77533. /**
  77534. * X and Y axis corresponding to the controllers joystick
  77535. */
  77536. pad: StickValues;
  77537. /**
  77538. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  77539. */
  77540. hand: string;
  77541. /**
  77542. * The default controller model for the controller
  77543. */
  77544. readonly defaultModel: AbstractMesh;
  77545. /**
  77546. * Creates a new WebVRController from a gamepad
  77547. * @param vrGamepad the gamepad that the WebVRController should be created from
  77548. */
  77549. constructor(vrGamepad: any);
  77550. /**
  77551. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  77552. */
  77553. update(): void;
  77554. /**
  77555. * Function to be called when a button is modified
  77556. */
  77557. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  77558. /**
  77559. * Loads a mesh and attaches it to the controller
  77560. * @param scene the scene the mesh should be added to
  77561. * @param meshLoaded callback for when the mesh has been loaded
  77562. */
  77563. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  77564. private _setButtonValue;
  77565. private _changes;
  77566. private _checkChanges;
  77567. /**
  77568. * Disposes of th webVRCOntroller
  77569. */
  77570. dispose(): void;
  77571. }
  77572. }
  77573. declare module BABYLON {
  77574. /**
  77575. * The HemisphericLight simulates the ambient environment light,
  77576. * so the passed direction is the light reflection direction, not the incoming direction.
  77577. */
  77578. export class HemisphericLight extends Light {
  77579. /**
  77580. * The groundColor is the light in the opposite direction to the one specified during creation.
  77581. * 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.
  77582. */
  77583. groundColor: Color3;
  77584. /**
  77585. * The light reflection direction, not the incoming direction.
  77586. */
  77587. direction: Vector3;
  77588. /**
  77589. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  77590. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  77591. * The HemisphericLight can't cast shadows.
  77592. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77593. * @param name The friendly name of the light
  77594. * @param direction The direction of the light reflection
  77595. * @param scene The scene the light belongs to
  77596. */
  77597. constructor(name: string, direction: Vector3, scene: Scene);
  77598. protected _buildUniformLayout(): void;
  77599. /**
  77600. * Returns the string "HemisphericLight".
  77601. * @return The class name
  77602. */
  77603. getClassName(): string;
  77604. /**
  77605. * Sets the HemisphericLight direction towards the passed target (Vector3).
  77606. * Returns the updated direction.
  77607. * @param target The target the direction should point to
  77608. * @return The computed direction
  77609. */
  77610. setDirectionToTarget(target: Vector3): Vector3;
  77611. /**
  77612. * Returns the shadow generator associated to the light.
  77613. * @returns Always null for hemispheric lights because it does not support shadows.
  77614. */
  77615. getShadowGenerator(): Nullable<IShadowGenerator>;
  77616. /**
  77617. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  77618. * @param effect The effect to update
  77619. * @param lightIndex The index of the light in the effect to update
  77620. * @returns The hemispheric light
  77621. */
  77622. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  77623. /**
  77624. * Computes the world matrix of the node
  77625. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77626. * @param useWasUpdatedFlag defines a reserved property
  77627. * @returns the world matrix
  77628. */
  77629. computeWorldMatrix(): Matrix;
  77630. /**
  77631. * Returns the integer 3.
  77632. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  77633. */
  77634. getTypeID(): number;
  77635. /**
  77636. * Prepares the list of defines specific to the light type.
  77637. * @param defines the list of defines
  77638. * @param lightIndex defines the index of the light for the effect
  77639. */
  77640. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  77641. }
  77642. }
  77643. declare module BABYLON {
  77644. /** @hidden */
  77645. export var vrMultiviewToSingleviewPixelShader: {
  77646. name: string;
  77647. shader: string;
  77648. };
  77649. }
  77650. declare module BABYLON {
  77651. /**
  77652. * Renders to multiple views with a single draw call
  77653. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  77654. */
  77655. export class MultiviewRenderTarget extends RenderTargetTexture {
  77656. /**
  77657. * Creates a multiview render target
  77658. * @param scene scene used with the render target
  77659. * @param size the size of the render target (used for each view)
  77660. */
  77661. constructor(scene: Scene, size?: number | {
  77662. width: number;
  77663. height: number;
  77664. } | {
  77665. ratio: number;
  77666. });
  77667. /**
  77668. * @hidden
  77669. * @param faceIndex the face index, if its a cube texture
  77670. */
  77671. _bindFrameBuffer(faceIndex?: number): void;
  77672. /**
  77673. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  77674. * @returns the view count
  77675. */
  77676. getViewCount(): number;
  77677. }
  77678. }
  77679. declare module BABYLON {
  77680. /**
  77681. * Reprasents a camera frustum
  77682. */
  77683. export class Frustum {
  77684. /**
  77685. * Gets the planes representing the frustum
  77686. * @param transform matrix to be applied to the returned planes
  77687. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  77688. */
  77689. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  77690. /**
  77691. * Gets the near frustum plane transformed by the transform matrix
  77692. * @param transform transformation matrix to be applied to the resulting frustum plane
  77693. * @param frustumPlane the resuling frustum plane
  77694. */
  77695. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  77696. /**
  77697. * Gets the far frustum plane transformed by the transform matrix
  77698. * @param transform transformation matrix to be applied to the resulting frustum plane
  77699. * @param frustumPlane the resuling frustum plane
  77700. */
  77701. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  77702. /**
  77703. * Gets the left frustum plane transformed by the transform matrix
  77704. * @param transform transformation matrix to be applied to the resulting frustum plane
  77705. * @param frustumPlane the resuling frustum plane
  77706. */
  77707. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  77708. /**
  77709. * Gets the right frustum plane transformed by the transform matrix
  77710. * @param transform transformation matrix to be applied to the resulting frustum plane
  77711. * @param frustumPlane the resuling frustum plane
  77712. */
  77713. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  77714. /**
  77715. * Gets the top frustum plane transformed by the transform matrix
  77716. * @param transform transformation matrix to be applied to the resulting frustum plane
  77717. * @param frustumPlane the resuling frustum plane
  77718. */
  77719. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  77720. /**
  77721. * Gets the bottom frustum plane transformed by the transform matrix
  77722. * @param transform transformation matrix to be applied to the resulting frustum plane
  77723. * @param frustumPlane the resuling frustum plane
  77724. */
  77725. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  77726. /**
  77727. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  77728. * @param transform transformation matrix to be applied to the resulting frustum planes
  77729. * @param frustumPlanes the resuling frustum planes
  77730. */
  77731. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  77732. }
  77733. }
  77734. declare module BABYLON {
  77735. interface Engine {
  77736. /**
  77737. * Creates a new multiview render target
  77738. * @param width defines the width of the texture
  77739. * @param height defines the height of the texture
  77740. * @returns the created multiview texture
  77741. */
  77742. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  77743. /**
  77744. * Binds a multiview framebuffer to be drawn to
  77745. * @param multiviewTexture texture to bind
  77746. */
  77747. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  77748. }
  77749. interface Camera {
  77750. /**
  77751. * @hidden
  77752. * 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)
  77753. */
  77754. _useMultiviewToSingleView: boolean;
  77755. /**
  77756. * @hidden
  77757. * 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)
  77758. */
  77759. _multiviewTexture: Nullable<RenderTargetTexture>;
  77760. /**
  77761. * @hidden
  77762. * ensures the multiview texture of the camera exists and has the specified width/height
  77763. * @param width height to set on the multiview texture
  77764. * @param height width to set on the multiview texture
  77765. */
  77766. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  77767. }
  77768. interface Scene {
  77769. /** @hidden */
  77770. _transformMatrixR: Matrix;
  77771. /** @hidden */
  77772. _multiviewSceneUbo: Nullable<UniformBuffer>;
  77773. /** @hidden */
  77774. _createMultiviewUbo(): void;
  77775. /** @hidden */
  77776. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  77777. /** @hidden */
  77778. _renderMultiviewToSingleView(camera: Camera): void;
  77779. }
  77780. }
  77781. declare module BABYLON {
  77782. /**
  77783. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  77784. * This will not be used for webXR as it supports displaying texture arrays directly
  77785. */
  77786. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  77787. /**
  77788. * Initializes a VRMultiviewToSingleview
  77789. * @param name name of the post process
  77790. * @param camera camera to be applied to
  77791. * @param scaleFactor scaling factor to the size of the output texture
  77792. */
  77793. constructor(name: string, camera: Camera, scaleFactor: number);
  77794. }
  77795. }
  77796. declare module BABYLON {
  77797. interface Engine {
  77798. /** @hidden */
  77799. _vrDisplay: any;
  77800. /** @hidden */
  77801. _vrSupported: boolean;
  77802. /** @hidden */
  77803. _oldSize: Size;
  77804. /** @hidden */
  77805. _oldHardwareScaleFactor: number;
  77806. /** @hidden */
  77807. _vrExclusivePointerMode: boolean;
  77808. /** @hidden */
  77809. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  77810. /** @hidden */
  77811. _onVRDisplayPointerRestricted: () => void;
  77812. /** @hidden */
  77813. _onVRDisplayPointerUnrestricted: () => void;
  77814. /** @hidden */
  77815. _onVrDisplayConnect: Nullable<(display: any) => void>;
  77816. /** @hidden */
  77817. _onVrDisplayDisconnect: Nullable<() => void>;
  77818. /** @hidden */
  77819. _onVrDisplayPresentChange: Nullable<() => void>;
  77820. /**
  77821. * Observable signaled when VR display mode changes
  77822. */
  77823. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  77824. /**
  77825. * Observable signaled when VR request present is complete
  77826. */
  77827. onVRRequestPresentComplete: Observable<boolean>;
  77828. /**
  77829. * Observable signaled when VR request present starts
  77830. */
  77831. onVRRequestPresentStart: Observable<Engine>;
  77832. /**
  77833. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  77834. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  77835. */
  77836. isInVRExclusivePointerMode: boolean;
  77837. /**
  77838. * Gets a boolean indicating if a webVR device was detected
  77839. * @returns true if a webVR device was detected
  77840. */
  77841. isVRDevicePresent(): boolean;
  77842. /**
  77843. * Gets the current webVR device
  77844. * @returns the current webVR device (or null)
  77845. */
  77846. getVRDevice(): any;
  77847. /**
  77848. * Initializes a webVR display and starts listening to display change events
  77849. * The onVRDisplayChangedObservable will be notified upon these changes
  77850. * @returns A promise containing a VRDisplay and if vr is supported
  77851. */
  77852. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  77853. /** @hidden */
  77854. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  77855. /**
  77856. * Call this function to switch to webVR mode
  77857. * Will do nothing if webVR is not supported or if there is no webVR device
  77858. * @see http://doc.babylonjs.com/how_to/webvr_camera
  77859. */
  77860. enableVR(): void;
  77861. /** @hidden */
  77862. _onVRFullScreenTriggered(): void;
  77863. }
  77864. }
  77865. declare module BABYLON {
  77866. /**
  77867. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  77868. * IMPORTANT!! The data is right-hand data.
  77869. * @export
  77870. * @interface DevicePose
  77871. */
  77872. export interface DevicePose {
  77873. /**
  77874. * The position of the device, values in array are [x,y,z].
  77875. */
  77876. readonly position: Nullable<Float32Array>;
  77877. /**
  77878. * The linearVelocity of the device, values in array are [x,y,z].
  77879. */
  77880. readonly linearVelocity: Nullable<Float32Array>;
  77881. /**
  77882. * The linearAcceleration of the device, values in array are [x,y,z].
  77883. */
  77884. readonly linearAcceleration: Nullable<Float32Array>;
  77885. /**
  77886. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  77887. */
  77888. readonly orientation: Nullable<Float32Array>;
  77889. /**
  77890. * The angularVelocity of the device, values in array are [x,y,z].
  77891. */
  77892. readonly angularVelocity: Nullable<Float32Array>;
  77893. /**
  77894. * The angularAcceleration of the device, values in array are [x,y,z].
  77895. */
  77896. readonly angularAcceleration: Nullable<Float32Array>;
  77897. }
  77898. /**
  77899. * Interface representing a pose controlled object in Babylon.
  77900. * A pose controlled object has both regular pose values as well as pose values
  77901. * from an external device such as a VR head mounted display
  77902. */
  77903. export interface PoseControlled {
  77904. /**
  77905. * The position of the object in babylon space.
  77906. */
  77907. position: Vector3;
  77908. /**
  77909. * The rotation quaternion of the object in babylon space.
  77910. */
  77911. rotationQuaternion: Quaternion;
  77912. /**
  77913. * The position of the device in babylon space.
  77914. */
  77915. devicePosition?: Vector3;
  77916. /**
  77917. * The rotation quaternion of the device in babylon space.
  77918. */
  77919. deviceRotationQuaternion: Quaternion;
  77920. /**
  77921. * The raw pose coming from the device.
  77922. */
  77923. rawPose: Nullable<DevicePose>;
  77924. /**
  77925. * The scale of the device to be used when translating from device space to babylon space.
  77926. */
  77927. deviceScaleFactor: number;
  77928. /**
  77929. * Updates the poseControlled values based on the input device pose.
  77930. * @param poseData the pose data to update the object with
  77931. */
  77932. updateFromDevice(poseData: DevicePose): void;
  77933. }
  77934. /**
  77935. * Set of options to customize the webVRCamera
  77936. */
  77937. export interface WebVROptions {
  77938. /**
  77939. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  77940. */
  77941. trackPosition?: boolean;
  77942. /**
  77943. * Sets the scale of the vrDevice in babylon space. (default: 1)
  77944. */
  77945. positionScale?: number;
  77946. /**
  77947. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  77948. */
  77949. displayName?: string;
  77950. /**
  77951. * Should the native controller meshes be initialized. (default: true)
  77952. */
  77953. controllerMeshes?: boolean;
  77954. /**
  77955. * Creating a default HemiLight only on controllers. (default: true)
  77956. */
  77957. defaultLightingOnControllers?: boolean;
  77958. /**
  77959. * If you don't want to use the default VR button of the helper. (default: false)
  77960. */
  77961. useCustomVRButton?: boolean;
  77962. /**
  77963. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  77964. */
  77965. customVRButton?: HTMLButtonElement;
  77966. /**
  77967. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  77968. */
  77969. rayLength?: number;
  77970. /**
  77971. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  77972. */
  77973. defaultHeight?: number;
  77974. /**
  77975. * If multiview should be used if availible (default: false)
  77976. */
  77977. useMultiview?: boolean;
  77978. }
  77979. /**
  77980. * This represents a WebVR camera.
  77981. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  77982. * @example http://doc.babylonjs.com/how_to/webvr_camera
  77983. */
  77984. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  77985. private webVROptions;
  77986. /**
  77987. * @hidden
  77988. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  77989. */
  77990. _vrDevice: any;
  77991. /**
  77992. * The rawPose of the vrDevice.
  77993. */
  77994. rawPose: Nullable<DevicePose>;
  77995. private _onVREnabled;
  77996. private _specsVersion;
  77997. private _attached;
  77998. private _frameData;
  77999. protected _descendants: Array<Node>;
  78000. private _deviceRoomPosition;
  78001. /** @hidden */
  78002. _deviceRoomRotationQuaternion: Quaternion;
  78003. private _standingMatrix;
  78004. /**
  78005. * Represents device position in babylon space.
  78006. */
  78007. devicePosition: Vector3;
  78008. /**
  78009. * Represents device rotation in babylon space.
  78010. */
  78011. deviceRotationQuaternion: Quaternion;
  78012. /**
  78013. * The scale of the device to be used when translating from device space to babylon space.
  78014. */
  78015. deviceScaleFactor: number;
  78016. private _deviceToWorld;
  78017. private _worldToDevice;
  78018. /**
  78019. * References to the webVR controllers for the vrDevice.
  78020. */
  78021. controllers: Array<WebVRController>;
  78022. /**
  78023. * Emits an event when a controller is attached.
  78024. */
  78025. onControllersAttachedObservable: Observable<WebVRController[]>;
  78026. /**
  78027. * Emits an event when a controller's mesh has been loaded;
  78028. */
  78029. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78030. /**
  78031. * Emits an event when the HMD's pose has been updated.
  78032. */
  78033. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78034. private _poseSet;
  78035. /**
  78036. * If the rig cameras be used as parent instead of this camera.
  78037. */
  78038. rigParenting: boolean;
  78039. private _lightOnControllers;
  78040. private _defaultHeight?;
  78041. /**
  78042. * Instantiates a WebVRFreeCamera.
  78043. * @param name The name of the WebVRFreeCamera
  78044. * @param position The starting anchor position for the camera
  78045. * @param scene The scene the camera belongs to
  78046. * @param webVROptions a set of customizable options for the webVRCamera
  78047. */
  78048. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78049. /**
  78050. * Gets the device distance from the ground in meters.
  78051. * @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.
  78052. */
  78053. deviceDistanceToRoomGround(): number;
  78054. /**
  78055. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78056. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78057. */
  78058. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78059. /**
  78060. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78061. * @returns A promise with a boolean set to if the standing matrix is supported.
  78062. */
  78063. useStandingMatrixAsync(): Promise<boolean>;
  78064. /**
  78065. * Disposes the camera
  78066. */
  78067. dispose(): void;
  78068. /**
  78069. * Gets a vrController by name.
  78070. * @param name The name of the controller to retreive
  78071. * @returns the controller matching the name specified or null if not found
  78072. */
  78073. getControllerByName(name: string): Nullable<WebVRController>;
  78074. private _leftController;
  78075. /**
  78076. * The controller corresponding to the users left hand.
  78077. */
  78078. readonly leftController: Nullable<WebVRController>;
  78079. private _rightController;
  78080. /**
  78081. * The controller corresponding to the users right hand.
  78082. */
  78083. readonly rightController: Nullable<WebVRController>;
  78084. /**
  78085. * Casts a ray forward from the vrCamera's gaze.
  78086. * @param length Length of the ray (default: 100)
  78087. * @returns the ray corresponding to the gaze
  78088. */
  78089. getForwardRay(length?: number): Ray;
  78090. /**
  78091. * @hidden
  78092. * Updates the camera based on device's frame data
  78093. */
  78094. _checkInputs(): void;
  78095. /**
  78096. * Updates the poseControlled values based on the input device pose.
  78097. * @param poseData Pose coming from the device
  78098. */
  78099. updateFromDevice(poseData: DevicePose): void;
  78100. private _htmlElementAttached;
  78101. private _detachIfAttached;
  78102. /**
  78103. * WebVR's attach control will start broadcasting frames to the device.
  78104. * Note that in certain browsers (chrome for example) this function must be called
  78105. * within a user-interaction callback. Example:
  78106. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78107. *
  78108. * @param element html element to attach the vrDevice to
  78109. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78110. */
  78111. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78112. /**
  78113. * Detaches the camera from the html element and disables VR
  78114. *
  78115. * @param element html element to detach from
  78116. */
  78117. detachControl(element: HTMLElement): void;
  78118. /**
  78119. * @returns the name of this class
  78120. */
  78121. getClassName(): string;
  78122. /**
  78123. * Calls resetPose on the vrDisplay
  78124. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78125. */
  78126. resetToCurrentRotation(): void;
  78127. /**
  78128. * @hidden
  78129. * Updates the rig cameras (left and right eye)
  78130. */
  78131. _updateRigCameras(): void;
  78132. private _workingVector;
  78133. private _oneVector;
  78134. private _workingMatrix;
  78135. private updateCacheCalled;
  78136. private _correctPositionIfNotTrackPosition;
  78137. /**
  78138. * @hidden
  78139. * Updates the cached values of the camera
  78140. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78141. */
  78142. _updateCache(ignoreParentClass?: boolean): void;
  78143. /**
  78144. * @hidden
  78145. * Get current device position in babylon world
  78146. */
  78147. _computeDevicePosition(): void;
  78148. /**
  78149. * Updates the current device position and rotation in the babylon world
  78150. */
  78151. update(): void;
  78152. /**
  78153. * @hidden
  78154. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78155. * @returns an identity matrix
  78156. */
  78157. _getViewMatrix(): Matrix;
  78158. private _tmpMatrix;
  78159. /**
  78160. * This function is called by the two RIG cameras.
  78161. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78162. * @hidden
  78163. */
  78164. _getWebVRViewMatrix(): Matrix;
  78165. /** @hidden */
  78166. _getWebVRProjectionMatrix(): Matrix;
  78167. private _onGamepadConnectedObserver;
  78168. private _onGamepadDisconnectedObserver;
  78169. private _updateCacheWhenTrackingDisabledObserver;
  78170. /**
  78171. * Initializes the controllers and their meshes
  78172. */
  78173. initControllers(): void;
  78174. }
  78175. }
  78176. declare module BABYLON {
  78177. /**
  78178. * Size options for a post process
  78179. */
  78180. export type PostProcessOptions = {
  78181. width: number;
  78182. height: number;
  78183. };
  78184. /**
  78185. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78186. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78187. */
  78188. export class PostProcess {
  78189. /** Name of the PostProcess. */
  78190. name: string;
  78191. /**
  78192. * Gets or sets the unique id of the post process
  78193. */
  78194. uniqueId: number;
  78195. /**
  78196. * Width of the texture to apply the post process on
  78197. */
  78198. width: number;
  78199. /**
  78200. * Height of the texture to apply the post process on
  78201. */
  78202. height: number;
  78203. /**
  78204. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78205. * @hidden
  78206. */
  78207. _outputTexture: Nullable<InternalTexture>;
  78208. /**
  78209. * Sampling mode used by the shader
  78210. * See https://doc.babylonjs.com/classes/3.1/texture
  78211. */
  78212. renderTargetSamplingMode: number;
  78213. /**
  78214. * Clear color to use when screen clearing
  78215. */
  78216. clearColor: Color4;
  78217. /**
  78218. * If the buffer needs to be cleared before applying the post process. (default: true)
  78219. * Should be set to false if shader will overwrite all previous pixels.
  78220. */
  78221. autoClear: boolean;
  78222. /**
  78223. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78224. */
  78225. alphaMode: number;
  78226. /**
  78227. * Sets the setAlphaBlendConstants of the babylon engine
  78228. */
  78229. alphaConstants: Color4;
  78230. /**
  78231. * Animations to be used for the post processing
  78232. */
  78233. animations: Animation[];
  78234. /**
  78235. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78236. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78237. */
  78238. enablePixelPerfectMode: boolean;
  78239. /**
  78240. * Force the postprocess to be applied without taking in account viewport
  78241. */
  78242. forceFullscreenViewport: boolean;
  78243. /**
  78244. * List of inspectable custom properties (used by the Inspector)
  78245. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78246. */
  78247. inspectableCustomProperties: IInspectable[];
  78248. /**
  78249. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78250. *
  78251. * | Value | Type | Description |
  78252. * | ----- | ----------------------------------- | ----------- |
  78253. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78254. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78255. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78256. *
  78257. */
  78258. scaleMode: number;
  78259. /**
  78260. * Force textures to be a power of two (default: false)
  78261. */
  78262. alwaysForcePOT: boolean;
  78263. private _samples;
  78264. /**
  78265. * Number of sample textures (default: 1)
  78266. */
  78267. samples: number;
  78268. /**
  78269. * Modify the scale of the post process to be the same as the viewport (default: false)
  78270. */
  78271. adaptScaleToCurrentViewport: boolean;
  78272. private _camera;
  78273. private _scene;
  78274. private _engine;
  78275. private _options;
  78276. private _reusable;
  78277. private _textureType;
  78278. /**
  78279. * Smart array of input and output textures for the post process.
  78280. * @hidden
  78281. */
  78282. _textures: SmartArray<InternalTexture>;
  78283. /**
  78284. * The index in _textures that corresponds to the output texture.
  78285. * @hidden
  78286. */
  78287. _currentRenderTextureInd: number;
  78288. private _effect;
  78289. private _samplers;
  78290. private _fragmentUrl;
  78291. private _vertexUrl;
  78292. private _parameters;
  78293. private _scaleRatio;
  78294. protected _indexParameters: any;
  78295. private _shareOutputWithPostProcess;
  78296. private _texelSize;
  78297. private _forcedOutputTexture;
  78298. /**
  78299. * Returns the fragment url or shader name used in the post process.
  78300. * @returns the fragment url or name in the shader store.
  78301. */
  78302. getEffectName(): string;
  78303. /**
  78304. * An event triggered when the postprocess is activated.
  78305. */
  78306. onActivateObservable: Observable<Camera>;
  78307. private _onActivateObserver;
  78308. /**
  78309. * A function that is added to the onActivateObservable
  78310. */
  78311. onActivate: Nullable<(camera: Camera) => void>;
  78312. /**
  78313. * An event triggered when the postprocess changes its size.
  78314. */
  78315. onSizeChangedObservable: Observable<PostProcess>;
  78316. private _onSizeChangedObserver;
  78317. /**
  78318. * A function that is added to the onSizeChangedObservable
  78319. */
  78320. onSizeChanged: (postProcess: PostProcess) => void;
  78321. /**
  78322. * An event triggered when the postprocess applies its effect.
  78323. */
  78324. onApplyObservable: Observable<Effect>;
  78325. private _onApplyObserver;
  78326. /**
  78327. * A function that is added to the onApplyObservable
  78328. */
  78329. onApply: (effect: Effect) => void;
  78330. /**
  78331. * An event triggered before rendering the postprocess
  78332. */
  78333. onBeforeRenderObservable: Observable<Effect>;
  78334. private _onBeforeRenderObserver;
  78335. /**
  78336. * A function that is added to the onBeforeRenderObservable
  78337. */
  78338. onBeforeRender: (effect: Effect) => void;
  78339. /**
  78340. * An event triggered after rendering the postprocess
  78341. */
  78342. onAfterRenderObservable: Observable<Effect>;
  78343. private _onAfterRenderObserver;
  78344. /**
  78345. * A function that is added to the onAfterRenderObservable
  78346. */
  78347. onAfterRender: (efect: Effect) => void;
  78348. /**
  78349. * 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
  78350. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  78351. */
  78352. inputTexture: InternalTexture;
  78353. /**
  78354. * Gets the camera which post process is applied to.
  78355. * @returns The camera the post process is applied to.
  78356. */
  78357. getCamera(): Camera;
  78358. /**
  78359. * Gets the texel size of the postprocess.
  78360. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  78361. */
  78362. readonly texelSize: Vector2;
  78363. /**
  78364. * Creates a new instance PostProcess
  78365. * @param name The name of the PostProcess.
  78366. * @param fragmentUrl The url of the fragment shader to be used.
  78367. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  78368. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  78369. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78370. * @param camera The camera to apply the render pass to.
  78371. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78372. * @param engine The engine which the post process will be applied. (default: current engine)
  78373. * @param reusable If the post process can be reused on the same frame. (default: false)
  78374. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  78375. * @param textureType Type of textures used when performing the post process. (default: 0)
  78376. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  78377. * @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
  78378. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  78379. */
  78380. constructor(
  78381. /** Name of the PostProcess. */
  78382. 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);
  78383. /**
  78384. * Gets a string idenfifying the name of the class
  78385. * @returns "PostProcess" string
  78386. */
  78387. getClassName(): string;
  78388. /**
  78389. * Gets the engine which this post process belongs to.
  78390. * @returns The engine the post process was enabled with.
  78391. */
  78392. getEngine(): Engine;
  78393. /**
  78394. * The effect that is created when initializing the post process.
  78395. * @returns The created effect corresponding the the postprocess.
  78396. */
  78397. getEffect(): Effect;
  78398. /**
  78399. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  78400. * @param postProcess The post process to share the output with.
  78401. * @returns This post process.
  78402. */
  78403. shareOutputWith(postProcess: PostProcess): PostProcess;
  78404. /**
  78405. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  78406. * This should be called if the post process that shares output with this post process is disabled/disposed.
  78407. */
  78408. useOwnOutput(): void;
  78409. /**
  78410. * Updates the effect with the current post process compile time values and recompiles the shader.
  78411. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78412. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78413. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78414. * @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
  78415. * @param onCompiled Called when the shader has been compiled.
  78416. * @param onError Called if there is an error when compiling a shader.
  78417. */
  78418. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78419. /**
  78420. * The post process is reusable if it can be used multiple times within one frame.
  78421. * @returns If the post process is reusable
  78422. */
  78423. isReusable(): boolean;
  78424. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  78425. markTextureDirty(): void;
  78426. /**
  78427. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  78428. * 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.
  78429. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  78430. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  78431. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  78432. * @returns The target texture that was bound to be written to.
  78433. */
  78434. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  78435. /**
  78436. * If the post process is supported.
  78437. */
  78438. readonly isSupported: boolean;
  78439. /**
  78440. * The aspect ratio of the output texture.
  78441. */
  78442. readonly aspectRatio: number;
  78443. /**
  78444. * Get a value indicating if the post-process is ready to be used
  78445. * @returns true if the post-process is ready (shader is compiled)
  78446. */
  78447. isReady(): boolean;
  78448. /**
  78449. * Binds all textures and uniforms to the shader, this will be run on every pass.
  78450. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  78451. */
  78452. apply(): Nullable<Effect>;
  78453. private _disposeTextures;
  78454. /**
  78455. * Disposes the post process.
  78456. * @param camera The camera to dispose the post process on.
  78457. */
  78458. dispose(camera?: Camera): void;
  78459. }
  78460. }
  78461. declare module BABYLON {
  78462. /** @hidden */
  78463. export var kernelBlurVaryingDeclaration: {
  78464. name: string;
  78465. shader: string;
  78466. };
  78467. }
  78468. declare module BABYLON {
  78469. /** @hidden */
  78470. export var kernelBlurFragment: {
  78471. name: string;
  78472. shader: string;
  78473. };
  78474. }
  78475. declare module BABYLON {
  78476. /** @hidden */
  78477. export var kernelBlurFragment2: {
  78478. name: string;
  78479. shader: string;
  78480. };
  78481. }
  78482. declare module BABYLON {
  78483. /** @hidden */
  78484. export var kernelBlurPixelShader: {
  78485. name: string;
  78486. shader: string;
  78487. };
  78488. }
  78489. declare module BABYLON {
  78490. /** @hidden */
  78491. export var kernelBlurVertex: {
  78492. name: string;
  78493. shader: string;
  78494. };
  78495. }
  78496. declare module BABYLON {
  78497. /** @hidden */
  78498. export var kernelBlurVertexShader: {
  78499. name: string;
  78500. shader: string;
  78501. };
  78502. }
  78503. declare module BABYLON {
  78504. /**
  78505. * The Blur Post Process which blurs an image based on a kernel and direction.
  78506. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  78507. */
  78508. export class BlurPostProcess extends PostProcess {
  78509. /** The direction in which to blur the image. */
  78510. direction: Vector2;
  78511. private blockCompilation;
  78512. protected _kernel: number;
  78513. protected _idealKernel: number;
  78514. protected _packedFloat: boolean;
  78515. private _staticDefines;
  78516. /**
  78517. * Sets the length in pixels of the blur sample region
  78518. */
  78519. /**
  78520. * Gets the length in pixels of the blur sample region
  78521. */
  78522. kernel: number;
  78523. /**
  78524. * Sets wether or not the blur needs to unpack/repack floats
  78525. */
  78526. /**
  78527. * Gets wether or not the blur is unpacking/repacking floats
  78528. */
  78529. packedFloat: boolean;
  78530. /**
  78531. * Creates a new instance BlurPostProcess
  78532. * @param name The name of the effect.
  78533. * @param direction The direction in which to blur the image.
  78534. * @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.
  78535. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78536. * @param camera The camera to apply the render pass to.
  78537. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78538. * @param engine The engine which the post process will be applied. (default: current engine)
  78539. * @param reusable If the post process can be reused on the same frame. (default: false)
  78540. * @param textureType Type of textures used when performing the post process. (default: 0)
  78541. * @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)
  78542. */
  78543. constructor(name: string,
  78544. /** The direction in which to blur the image. */
  78545. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  78546. /**
  78547. * Updates the effect with the current post process compile time values and recompiles the shader.
  78548. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78549. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78550. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78551. * @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
  78552. * @param onCompiled Called when the shader has been compiled.
  78553. * @param onError Called if there is an error when compiling a shader.
  78554. */
  78555. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78556. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78557. /**
  78558. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  78559. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  78560. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  78561. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  78562. * The gaps between physical kernels are compensated for in the weighting of the samples
  78563. * @param idealKernel Ideal blur kernel.
  78564. * @return Nearest best kernel.
  78565. */
  78566. protected _nearestBestKernel(idealKernel: number): number;
  78567. /**
  78568. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  78569. * @param x The point on the Gaussian distribution to sample.
  78570. * @return the value of the Gaussian function at x.
  78571. */
  78572. protected _gaussianWeight(x: number): number;
  78573. /**
  78574. * Generates a string that can be used as a floating point number in GLSL.
  78575. * @param x Value to print.
  78576. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  78577. * @return GLSL float string.
  78578. */
  78579. protected _glslFloat(x: number, decimalFigures?: number): string;
  78580. }
  78581. }
  78582. declare module BABYLON {
  78583. /**
  78584. * Mirror texture can be used to simulate the view from a mirror in a scene.
  78585. * It will dynamically be rendered every frame to adapt to the camera point of view.
  78586. * You can then easily use it as a reflectionTexture on a flat surface.
  78587. * In case the surface is not a plane, please consider relying on reflection probes.
  78588. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  78589. */
  78590. export class MirrorTexture extends RenderTargetTexture {
  78591. private scene;
  78592. /**
  78593. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  78594. * 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.
  78595. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  78596. */
  78597. mirrorPlane: Plane;
  78598. /**
  78599. * Define the blur ratio used to blur the reflection if needed.
  78600. */
  78601. blurRatio: number;
  78602. /**
  78603. * Define the adaptive blur kernel used to blur the reflection if needed.
  78604. * This will autocompute the closest best match for the `blurKernel`
  78605. */
  78606. adaptiveBlurKernel: number;
  78607. /**
  78608. * Define the blur kernel used to blur the reflection if needed.
  78609. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  78610. */
  78611. blurKernel: number;
  78612. /**
  78613. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  78614. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  78615. */
  78616. blurKernelX: number;
  78617. /**
  78618. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  78619. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  78620. */
  78621. blurKernelY: number;
  78622. private _autoComputeBlurKernel;
  78623. protected _onRatioRescale(): void;
  78624. private _updateGammaSpace;
  78625. private _imageProcessingConfigChangeObserver;
  78626. private _transformMatrix;
  78627. private _mirrorMatrix;
  78628. private _savedViewMatrix;
  78629. private _blurX;
  78630. private _blurY;
  78631. private _adaptiveBlurKernel;
  78632. private _blurKernelX;
  78633. private _blurKernelY;
  78634. private _blurRatio;
  78635. /**
  78636. * Instantiates a Mirror Texture.
  78637. * Mirror texture can be used to simulate the view from a mirror in a scene.
  78638. * It will dynamically be rendered every frame to adapt to the camera point of view.
  78639. * You can then easily use it as a reflectionTexture on a flat surface.
  78640. * In case the surface is not a plane, please consider relying on reflection probes.
  78641. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  78642. * @param name
  78643. * @param size
  78644. * @param scene
  78645. * @param generateMipMaps
  78646. * @param type
  78647. * @param samplingMode
  78648. * @param generateDepthBuffer
  78649. */
  78650. constructor(name: string, size: number | {
  78651. width: number;
  78652. height: number;
  78653. } | {
  78654. ratio: number;
  78655. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  78656. private _preparePostProcesses;
  78657. /**
  78658. * Clone the mirror texture.
  78659. * @returns the cloned texture
  78660. */
  78661. clone(): MirrorTexture;
  78662. /**
  78663. * Serialize the texture to a JSON representation you could use in Parse later on
  78664. * @returns the serialized JSON representation
  78665. */
  78666. serialize(): any;
  78667. /**
  78668. * Dispose the texture and release its associated resources.
  78669. */
  78670. dispose(): void;
  78671. }
  78672. }
  78673. declare module BABYLON {
  78674. /**
  78675. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  78676. * @see http://doc.babylonjs.com/babylon101/materials#texture
  78677. */
  78678. export class Texture extends BaseTexture {
  78679. /** @hidden */
  78680. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  78681. /** @hidden */
  78682. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  78683. /** @hidden */
  78684. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  78685. /** nearest is mag = nearest and min = nearest and mip = linear */
  78686. static readonly NEAREST_SAMPLINGMODE: number;
  78687. /** nearest is mag = nearest and min = nearest and mip = linear */
  78688. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  78689. /** Bilinear is mag = linear and min = linear and mip = nearest */
  78690. static readonly BILINEAR_SAMPLINGMODE: number;
  78691. /** Bilinear is mag = linear and min = linear and mip = nearest */
  78692. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  78693. /** Trilinear is mag = linear and min = linear and mip = linear */
  78694. static readonly TRILINEAR_SAMPLINGMODE: number;
  78695. /** Trilinear is mag = linear and min = linear and mip = linear */
  78696. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  78697. /** mag = nearest and min = nearest and mip = nearest */
  78698. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  78699. /** mag = nearest and min = linear and mip = nearest */
  78700. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  78701. /** mag = nearest and min = linear and mip = linear */
  78702. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  78703. /** mag = nearest and min = linear and mip = none */
  78704. static readonly NEAREST_LINEAR: number;
  78705. /** mag = nearest and min = nearest and mip = none */
  78706. static readonly NEAREST_NEAREST: number;
  78707. /** mag = linear and min = nearest and mip = nearest */
  78708. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  78709. /** mag = linear and min = nearest and mip = linear */
  78710. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  78711. /** mag = linear and min = linear and mip = none */
  78712. static readonly LINEAR_LINEAR: number;
  78713. /** mag = linear and min = nearest and mip = none */
  78714. static readonly LINEAR_NEAREST: number;
  78715. /** Explicit coordinates mode */
  78716. static readonly EXPLICIT_MODE: number;
  78717. /** Spherical coordinates mode */
  78718. static readonly SPHERICAL_MODE: number;
  78719. /** Planar coordinates mode */
  78720. static readonly PLANAR_MODE: number;
  78721. /** Cubic coordinates mode */
  78722. static readonly CUBIC_MODE: number;
  78723. /** Projection coordinates mode */
  78724. static readonly PROJECTION_MODE: number;
  78725. /** Inverse Cubic coordinates mode */
  78726. static readonly SKYBOX_MODE: number;
  78727. /** Inverse Cubic coordinates mode */
  78728. static readonly INVCUBIC_MODE: number;
  78729. /** Equirectangular coordinates mode */
  78730. static readonly EQUIRECTANGULAR_MODE: number;
  78731. /** Equirectangular Fixed coordinates mode */
  78732. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  78733. /** Equirectangular Fixed Mirrored coordinates mode */
  78734. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  78735. /** Texture is not repeating outside of 0..1 UVs */
  78736. static readonly CLAMP_ADDRESSMODE: number;
  78737. /** Texture is repeating outside of 0..1 UVs */
  78738. static readonly WRAP_ADDRESSMODE: number;
  78739. /** Texture is repeating and mirrored */
  78740. static readonly MIRROR_ADDRESSMODE: number;
  78741. /**
  78742. * 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
  78743. */
  78744. static UseSerializedUrlIfAny: boolean;
  78745. /**
  78746. * Define the url of the texture.
  78747. */
  78748. url: Nullable<string>;
  78749. /**
  78750. * Define an offset on the texture to offset the u coordinates of the UVs
  78751. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  78752. */
  78753. uOffset: number;
  78754. /**
  78755. * Define an offset on the texture to offset the v coordinates of the UVs
  78756. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  78757. */
  78758. vOffset: number;
  78759. /**
  78760. * Define an offset on the texture to scale the u coordinates of the UVs
  78761. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  78762. */
  78763. uScale: number;
  78764. /**
  78765. * Define an offset on the texture to scale the v coordinates of the UVs
  78766. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  78767. */
  78768. vScale: number;
  78769. /**
  78770. * Define an offset on the texture to rotate around the u coordinates of the UVs
  78771. * @see http://doc.babylonjs.com/how_to/more_materials
  78772. */
  78773. uAng: number;
  78774. /**
  78775. * Define an offset on the texture to rotate around the v coordinates of the UVs
  78776. * @see http://doc.babylonjs.com/how_to/more_materials
  78777. */
  78778. vAng: number;
  78779. /**
  78780. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  78781. * @see http://doc.babylonjs.com/how_to/more_materials
  78782. */
  78783. wAng: number;
  78784. /**
  78785. * Defines the center of rotation (U)
  78786. */
  78787. uRotationCenter: number;
  78788. /**
  78789. * Defines the center of rotation (V)
  78790. */
  78791. vRotationCenter: number;
  78792. /**
  78793. * Defines the center of rotation (W)
  78794. */
  78795. wRotationCenter: number;
  78796. /**
  78797. * Are mip maps generated for this texture or not.
  78798. */
  78799. readonly noMipmap: boolean;
  78800. /**
  78801. * List of inspectable custom properties (used by the Inspector)
  78802. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78803. */
  78804. inspectableCustomProperties: Nullable<IInspectable[]>;
  78805. private _noMipmap;
  78806. /** @hidden */
  78807. _invertY: boolean;
  78808. private _rowGenerationMatrix;
  78809. private _cachedTextureMatrix;
  78810. private _projectionModeMatrix;
  78811. private _t0;
  78812. private _t1;
  78813. private _t2;
  78814. private _cachedUOffset;
  78815. private _cachedVOffset;
  78816. private _cachedUScale;
  78817. private _cachedVScale;
  78818. private _cachedUAng;
  78819. private _cachedVAng;
  78820. private _cachedWAng;
  78821. private _cachedProjectionMatrixId;
  78822. private _cachedCoordinatesMode;
  78823. /** @hidden */
  78824. protected _initialSamplingMode: number;
  78825. /** @hidden */
  78826. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  78827. private _deleteBuffer;
  78828. protected _format: Nullable<number>;
  78829. private _delayedOnLoad;
  78830. private _delayedOnError;
  78831. /**
  78832. * Observable triggered once the texture has been loaded.
  78833. */
  78834. onLoadObservable: Observable<Texture>;
  78835. protected _isBlocking: boolean;
  78836. /**
  78837. * Is the texture preventing material to render while loading.
  78838. * If false, a default texture will be used instead of the loading one during the preparation step.
  78839. */
  78840. isBlocking: boolean;
  78841. /**
  78842. * Get the current sampling mode associated with the texture.
  78843. */
  78844. readonly samplingMode: number;
  78845. /**
  78846. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  78847. */
  78848. readonly invertY: boolean;
  78849. /**
  78850. * Instantiates a new texture.
  78851. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  78852. * @see http://doc.babylonjs.com/babylon101/materials#texture
  78853. * @param url define the url of the picture to load as a texture
  78854. * @param scene define the scene or engine the texture will belong to
  78855. * @param noMipmap define if the texture will require mip maps or not
  78856. * @param invertY define if the texture needs to be inverted on the y axis during loading
  78857. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  78858. * @param onLoad define a callback triggered when the texture has been loaded
  78859. * @param onError define a callback triggered when an error occurred during the loading session
  78860. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  78861. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  78862. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  78863. */
  78864. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  78865. /**
  78866. * Update the url (and optional buffer) of this texture if url was null during construction.
  78867. * @param url the url of the texture
  78868. * @param buffer the buffer of the texture (defaults to null)
  78869. * @param onLoad callback called when the texture is loaded (defaults to null)
  78870. */
  78871. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  78872. /**
  78873. * Finish the loading sequence of a texture flagged as delayed load.
  78874. * @hidden
  78875. */
  78876. delayLoad(): void;
  78877. private _prepareRowForTextureGeneration;
  78878. /**
  78879. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  78880. * @returns the transform matrix of the texture.
  78881. */
  78882. getTextureMatrix(): Matrix;
  78883. /**
  78884. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  78885. * @returns The reflection texture transform
  78886. */
  78887. getReflectionTextureMatrix(): Matrix;
  78888. /**
  78889. * Clones the texture.
  78890. * @returns the cloned texture
  78891. */
  78892. clone(): Texture;
  78893. /**
  78894. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  78895. * @returns The JSON representation of the texture
  78896. */
  78897. serialize(): any;
  78898. /**
  78899. * Get the current class name of the texture useful for serialization or dynamic coding.
  78900. * @returns "Texture"
  78901. */
  78902. getClassName(): string;
  78903. /**
  78904. * Dispose the texture and release its associated resources.
  78905. */
  78906. dispose(): void;
  78907. /**
  78908. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  78909. * @param parsedTexture Define the JSON representation of the texture
  78910. * @param scene Define the scene the parsed texture should be instantiated in
  78911. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  78912. * @returns The parsed texture if successful
  78913. */
  78914. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  78915. /**
  78916. * Creates a texture from its base 64 representation.
  78917. * @param data Define the base64 payload without the data: prefix
  78918. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  78919. * @param scene Define the scene the texture should belong to
  78920. * @param noMipmap Forces the texture to not create mip map information if true
  78921. * @param invertY define if the texture needs to be inverted on the y axis during loading
  78922. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  78923. * @param onLoad define a callback triggered when the texture has been loaded
  78924. * @param onError define a callback triggered when an error occurred during the loading session
  78925. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  78926. * @returns the created texture
  78927. */
  78928. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  78929. /**
  78930. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  78931. * @param data Define the base64 payload without the data: prefix
  78932. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  78933. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  78934. * @param scene Define the scene the texture should belong to
  78935. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  78936. * @param noMipmap Forces the texture to not create mip map information if true
  78937. * @param invertY define if the texture needs to be inverted on the y axis during loading
  78938. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  78939. * @param onLoad define a callback triggered when the texture has been loaded
  78940. * @param onError define a callback triggered when an error occurred during the loading session
  78941. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  78942. * @returns the created texture
  78943. */
  78944. 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;
  78945. }
  78946. }
  78947. declare module BABYLON {
  78948. /**
  78949. * PostProcessManager is used to manage one or more post processes or post process pipelines
  78950. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78951. */
  78952. export class PostProcessManager {
  78953. private _scene;
  78954. private _indexBuffer;
  78955. private _vertexBuffers;
  78956. /**
  78957. * Creates a new instance PostProcess
  78958. * @param scene The scene that the post process is associated with.
  78959. */
  78960. constructor(scene: Scene);
  78961. private _prepareBuffers;
  78962. private _buildIndexBuffer;
  78963. /**
  78964. * Rebuilds the vertex buffers of the manager.
  78965. * @hidden
  78966. */
  78967. _rebuild(): void;
  78968. /**
  78969. * Prepares a frame to be run through a post process.
  78970. * @param sourceTexture The input texture to the post procesess. (default: null)
  78971. * @param postProcesses An array of post processes to be run. (default: null)
  78972. * @returns True if the post processes were able to be run.
  78973. * @hidden
  78974. */
  78975. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  78976. /**
  78977. * Manually render a set of post processes to a texture.
  78978. * @param postProcesses An array of post processes to be run.
  78979. * @param targetTexture The target texture to render to.
  78980. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  78981. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  78982. * @param lodLevel defines which lod of the texture to render to
  78983. */
  78984. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  78985. /**
  78986. * Finalize the result of the output of the postprocesses.
  78987. * @param doNotPresent If true the result will not be displayed to the screen.
  78988. * @param targetTexture The target texture to render to.
  78989. * @param faceIndex The index of the face to bind the target texture to.
  78990. * @param postProcesses The array of post processes to render.
  78991. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  78992. * @hidden
  78993. */
  78994. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  78995. /**
  78996. * Disposes of the post process manager.
  78997. */
  78998. dispose(): void;
  78999. }
  79000. }
  79001. declare module BABYLON {
  79002. /** Interface used by value gradients (color, factor, ...) */
  79003. export interface IValueGradient {
  79004. /**
  79005. * Gets or sets the gradient value (between 0 and 1)
  79006. */
  79007. gradient: number;
  79008. }
  79009. /** Class used to store color4 gradient */
  79010. export class ColorGradient implements IValueGradient {
  79011. /**
  79012. * Gets or sets the gradient value (between 0 and 1)
  79013. */
  79014. gradient: number;
  79015. /**
  79016. * Gets or sets first associated color
  79017. */
  79018. color1: Color4;
  79019. /**
  79020. * Gets or sets second associated color
  79021. */
  79022. color2?: Color4;
  79023. /**
  79024. * Will get a color picked randomly between color1 and color2.
  79025. * If color2 is undefined then color1 will be used
  79026. * @param result defines the target Color4 to store the result in
  79027. */
  79028. getColorToRef(result: Color4): void;
  79029. }
  79030. /** Class used to store color 3 gradient */
  79031. export class Color3Gradient implements IValueGradient {
  79032. /**
  79033. * Gets or sets the gradient value (between 0 and 1)
  79034. */
  79035. gradient: number;
  79036. /**
  79037. * Gets or sets the associated color
  79038. */
  79039. color: Color3;
  79040. }
  79041. /** Class used to store factor gradient */
  79042. export class FactorGradient implements IValueGradient {
  79043. /**
  79044. * Gets or sets the gradient value (between 0 and 1)
  79045. */
  79046. gradient: number;
  79047. /**
  79048. * Gets or sets first associated factor
  79049. */
  79050. factor1: number;
  79051. /**
  79052. * Gets or sets second associated factor
  79053. */
  79054. factor2?: number;
  79055. /**
  79056. * Will get a number picked randomly between factor1 and factor2.
  79057. * If factor2 is undefined then factor1 will be used
  79058. * @returns the picked number
  79059. */
  79060. getFactor(): number;
  79061. }
  79062. /**
  79063. * Helper used to simplify some generic gradient tasks
  79064. */
  79065. export class GradientHelper {
  79066. /**
  79067. * Gets the current gradient from an array of IValueGradient
  79068. * @param ratio defines the current ratio to get
  79069. * @param gradients defines the array of IValueGradient
  79070. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79071. */
  79072. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79073. }
  79074. }
  79075. declare module BABYLON {
  79076. interface AbstractScene {
  79077. /**
  79078. * The list of procedural textures added to the scene
  79079. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79080. */
  79081. proceduralTextures: Array<ProceduralTexture>;
  79082. }
  79083. /**
  79084. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79085. * in a given scene.
  79086. */
  79087. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79088. /**
  79089. * The component name helpfull to identify the component in the list of scene components.
  79090. */
  79091. readonly name: string;
  79092. /**
  79093. * The scene the component belongs to.
  79094. */
  79095. scene: Scene;
  79096. /**
  79097. * Creates a new instance of the component for the given scene
  79098. * @param scene Defines the scene to register the component in
  79099. */
  79100. constructor(scene: Scene);
  79101. /**
  79102. * Registers the component in a given scene
  79103. */
  79104. register(): void;
  79105. /**
  79106. * Rebuilds the elements related to this component in case of
  79107. * context lost for instance.
  79108. */
  79109. rebuild(): void;
  79110. /**
  79111. * Disposes the component and the associated ressources.
  79112. */
  79113. dispose(): void;
  79114. private _beforeClear;
  79115. }
  79116. }
  79117. declare module BABYLON {
  79118. interface Engine {
  79119. /**
  79120. * Creates a new render target cube texture
  79121. * @param size defines the size of the texture
  79122. * @param options defines the options used to create the texture
  79123. * @returns a new render target cube texture stored in an InternalTexture
  79124. */
  79125. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79126. }
  79127. }
  79128. declare module BABYLON {
  79129. /** @hidden */
  79130. export var proceduralVertexShader: {
  79131. name: string;
  79132. shader: string;
  79133. };
  79134. }
  79135. declare module BABYLON {
  79136. /**
  79137. * 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.
  79138. * This is the base class of any Procedural texture and contains most of the shareable code.
  79139. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79140. */
  79141. export class ProceduralTexture extends Texture {
  79142. isCube: boolean;
  79143. /**
  79144. * Define if the texture is enabled or not (disabled texture will not render)
  79145. */
  79146. isEnabled: boolean;
  79147. /**
  79148. * Define if the texture must be cleared before rendering (default is true)
  79149. */
  79150. autoClear: boolean;
  79151. /**
  79152. * Callback called when the texture is generated
  79153. */
  79154. onGenerated: () => void;
  79155. /**
  79156. * Event raised when the texture is generated
  79157. */
  79158. onGeneratedObservable: Observable<ProceduralTexture>;
  79159. /** @hidden */
  79160. _generateMipMaps: boolean;
  79161. /** @hidden **/
  79162. _effect: Effect;
  79163. /** @hidden */
  79164. _textures: {
  79165. [key: string]: Texture;
  79166. };
  79167. private _size;
  79168. private _currentRefreshId;
  79169. private _refreshRate;
  79170. private _vertexBuffers;
  79171. private _indexBuffer;
  79172. private _uniforms;
  79173. private _samplers;
  79174. private _fragment;
  79175. private _floats;
  79176. private _ints;
  79177. private _floatsArrays;
  79178. private _colors3;
  79179. private _colors4;
  79180. private _vectors2;
  79181. private _vectors3;
  79182. private _matrices;
  79183. private _fallbackTexture;
  79184. private _fallbackTextureUsed;
  79185. private _engine;
  79186. private _cachedDefines;
  79187. private _contentUpdateId;
  79188. private _contentData;
  79189. /**
  79190. * Instantiates a new procedural texture.
  79191. * 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.
  79192. * This is the base class of any Procedural texture and contains most of the shareable code.
  79193. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79194. * @param name Define the name of the texture
  79195. * @param size Define the size of the texture to create
  79196. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79197. * @param scene Define the scene the texture belongs to
  79198. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79199. * @param generateMipMaps Define if the texture should creates mip maps or not
  79200. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79201. */
  79202. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79203. /**
  79204. * The effect that is created when initializing the post process.
  79205. * @returns The created effect corresponding the the postprocess.
  79206. */
  79207. getEffect(): Effect;
  79208. /**
  79209. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79210. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79211. */
  79212. getContent(): Nullable<ArrayBufferView>;
  79213. private _createIndexBuffer;
  79214. /** @hidden */
  79215. _rebuild(): void;
  79216. /**
  79217. * Resets the texture in order to recreate its associated resources.
  79218. * This can be called in case of context loss
  79219. */
  79220. reset(): void;
  79221. protected _getDefines(): string;
  79222. /**
  79223. * Is the texture ready to be used ? (rendered at least once)
  79224. * @returns true if ready, otherwise, false.
  79225. */
  79226. isReady(): boolean;
  79227. /**
  79228. * Resets the refresh counter of the texture and start bak from scratch.
  79229. * Could be useful to regenerate the texture if it is setup to render only once.
  79230. */
  79231. resetRefreshCounter(): void;
  79232. /**
  79233. * Set the fragment shader to use in order to render the texture.
  79234. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79235. */
  79236. setFragment(fragment: any): void;
  79237. /**
  79238. * Define the refresh rate of the texture or the rendering frequency.
  79239. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79240. */
  79241. refreshRate: number;
  79242. /** @hidden */
  79243. _shouldRender(): boolean;
  79244. /**
  79245. * Get the size the texture is rendering at.
  79246. * @returns the size (texture is always squared)
  79247. */
  79248. getRenderSize(): number;
  79249. /**
  79250. * Resize the texture to new value.
  79251. * @param size Define the new size the texture should have
  79252. * @param generateMipMaps Define whether the new texture should create mip maps
  79253. */
  79254. resize(size: number, generateMipMaps: boolean): void;
  79255. private _checkUniform;
  79256. /**
  79257. * Set a texture in the shader program used to render.
  79258. * @param name Define the name of the uniform samplers as defined in the shader
  79259. * @param texture Define the texture to bind to this sampler
  79260. * @return the texture itself allowing "fluent" like uniform updates
  79261. */
  79262. setTexture(name: string, texture: Texture): ProceduralTexture;
  79263. /**
  79264. * Set a float in the shader.
  79265. * @param name Define the name of the uniform as defined in the shader
  79266. * @param value Define the value to give to the uniform
  79267. * @return the texture itself allowing "fluent" like uniform updates
  79268. */
  79269. setFloat(name: string, value: number): ProceduralTexture;
  79270. /**
  79271. * Set a int in the shader.
  79272. * @param name Define the name of the uniform as defined in the shader
  79273. * @param value Define the value to give to the uniform
  79274. * @return the texture itself allowing "fluent" like uniform updates
  79275. */
  79276. setInt(name: string, value: number): ProceduralTexture;
  79277. /**
  79278. * Set an array of floats in the shader.
  79279. * @param name Define the name of the uniform as defined in the shader
  79280. * @param value Define the value to give to the uniform
  79281. * @return the texture itself allowing "fluent" like uniform updates
  79282. */
  79283. setFloats(name: string, value: number[]): ProceduralTexture;
  79284. /**
  79285. * Set a vec3 in the shader from a Color3.
  79286. * @param name Define the name of the uniform as defined in the shader
  79287. * @param value Define the value to give to the uniform
  79288. * @return the texture itself allowing "fluent" like uniform updates
  79289. */
  79290. setColor3(name: string, value: Color3): ProceduralTexture;
  79291. /**
  79292. * Set a vec4 in the shader from a Color4.
  79293. * @param name Define the name of the uniform as defined in the shader
  79294. * @param value Define the value to give to the uniform
  79295. * @return the texture itself allowing "fluent" like uniform updates
  79296. */
  79297. setColor4(name: string, value: Color4): ProceduralTexture;
  79298. /**
  79299. * Set a vec2 in the shader from a Vector2.
  79300. * @param name Define the name of the uniform as defined in the shader
  79301. * @param value Define the value to give to the uniform
  79302. * @return the texture itself allowing "fluent" like uniform updates
  79303. */
  79304. setVector2(name: string, value: Vector2): ProceduralTexture;
  79305. /**
  79306. * Set a vec3 in the shader from a Vector3.
  79307. * @param name Define the name of the uniform as defined in the shader
  79308. * @param value Define the value to give to the uniform
  79309. * @return the texture itself allowing "fluent" like uniform updates
  79310. */
  79311. setVector3(name: string, value: Vector3): ProceduralTexture;
  79312. /**
  79313. * Set a mat4 in the shader from a MAtrix.
  79314. * @param name Define the name of the uniform as defined in the shader
  79315. * @param value Define the value to give to the uniform
  79316. * @return the texture itself allowing "fluent" like uniform updates
  79317. */
  79318. setMatrix(name: string, value: Matrix): ProceduralTexture;
  79319. /**
  79320. * Render the texture to its associated render target.
  79321. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  79322. */
  79323. render(useCameraPostProcess?: boolean): void;
  79324. /**
  79325. * Clone the texture.
  79326. * @returns the cloned texture
  79327. */
  79328. clone(): ProceduralTexture;
  79329. /**
  79330. * Dispose the texture and release its asoociated resources.
  79331. */
  79332. dispose(): void;
  79333. }
  79334. }
  79335. declare module BABYLON {
  79336. /**
  79337. * This represents the base class for particle system in Babylon.
  79338. * 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.
  79339. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  79340. * @example https://doc.babylonjs.com/babylon101/particles
  79341. */
  79342. export class BaseParticleSystem {
  79343. /**
  79344. * Source color is added to the destination color without alpha affecting the result
  79345. */
  79346. static BLENDMODE_ONEONE: number;
  79347. /**
  79348. * Blend current color and particle color using particle’s alpha
  79349. */
  79350. static BLENDMODE_STANDARD: number;
  79351. /**
  79352. * Add current color and particle color multiplied by particle’s alpha
  79353. */
  79354. static BLENDMODE_ADD: number;
  79355. /**
  79356. * Multiply current color with particle color
  79357. */
  79358. static BLENDMODE_MULTIPLY: number;
  79359. /**
  79360. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  79361. */
  79362. static BLENDMODE_MULTIPLYADD: number;
  79363. /**
  79364. * List of animations used by the particle system.
  79365. */
  79366. animations: Animation[];
  79367. /**
  79368. * The id of the Particle system.
  79369. */
  79370. id: string;
  79371. /**
  79372. * The friendly name of the Particle system.
  79373. */
  79374. name: string;
  79375. /**
  79376. * The rendering group used by the Particle system to chose when to render.
  79377. */
  79378. renderingGroupId: number;
  79379. /**
  79380. * The emitter represents the Mesh or position we are attaching the particle system to.
  79381. */
  79382. emitter: Nullable<AbstractMesh | Vector3>;
  79383. /**
  79384. * The maximum number of particles to emit per frame
  79385. */
  79386. emitRate: number;
  79387. /**
  79388. * If you want to launch only a few particles at once, that can be done, as well.
  79389. */
  79390. manualEmitCount: number;
  79391. /**
  79392. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  79393. */
  79394. updateSpeed: number;
  79395. /**
  79396. * The amount of time the particle system is running (depends of the overall update speed).
  79397. */
  79398. targetStopDuration: number;
  79399. /**
  79400. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  79401. */
  79402. disposeOnStop: boolean;
  79403. /**
  79404. * Minimum power of emitting particles.
  79405. */
  79406. minEmitPower: number;
  79407. /**
  79408. * Maximum power of emitting particles.
  79409. */
  79410. maxEmitPower: number;
  79411. /**
  79412. * Minimum life time of emitting particles.
  79413. */
  79414. minLifeTime: number;
  79415. /**
  79416. * Maximum life time of emitting particles.
  79417. */
  79418. maxLifeTime: number;
  79419. /**
  79420. * Minimum Size of emitting particles.
  79421. */
  79422. minSize: number;
  79423. /**
  79424. * Maximum Size of emitting particles.
  79425. */
  79426. maxSize: number;
  79427. /**
  79428. * Minimum scale of emitting particles on X axis.
  79429. */
  79430. minScaleX: number;
  79431. /**
  79432. * Maximum scale of emitting particles on X axis.
  79433. */
  79434. maxScaleX: number;
  79435. /**
  79436. * Minimum scale of emitting particles on Y axis.
  79437. */
  79438. minScaleY: number;
  79439. /**
  79440. * Maximum scale of emitting particles on Y axis.
  79441. */
  79442. maxScaleY: number;
  79443. /**
  79444. * Gets or sets the minimal initial rotation in radians.
  79445. */
  79446. minInitialRotation: number;
  79447. /**
  79448. * Gets or sets the maximal initial rotation in radians.
  79449. */
  79450. maxInitialRotation: number;
  79451. /**
  79452. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  79453. */
  79454. minAngularSpeed: number;
  79455. /**
  79456. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  79457. */
  79458. maxAngularSpeed: number;
  79459. /**
  79460. * The texture used to render each particle. (this can be a spritesheet)
  79461. */
  79462. particleTexture: Nullable<Texture>;
  79463. /**
  79464. * The layer mask we are rendering the particles through.
  79465. */
  79466. layerMask: number;
  79467. /**
  79468. * This can help using your own shader to render the particle system.
  79469. * The according effect will be created
  79470. */
  79471. customShader: any;
  79472. /**
  79473. * By default particle system starts as soon as they are created. This prevents the
  79474. * automatic start to happen and let you decide when to start emitting particles.
  79475. */
  79476. preventAutoStart: boolean;
  79477. private _noiseTexture;
  79478. /**
  79479. * Gets or sets a texture used to add random noise to particle positions
  79480. */
  79481. noiseTexture: Nullable<ProceduralTexture>;
  79482. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  79483. noiseStrength: Vector3;
  79484. /**
  79485. * Callback triggered when the particle animation is ending.
  79486. */
  79487. onAnimationEnd: Nullable<() => void>;
  79488. /**
  79489. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  79490. */
  79491. blendMode: number;
  79492. /**
  79493. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  79494. * to override the particles.
  79495. */
  79496. forceDepthWrite: boolean;
  79497. /** 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 */
  79498. preWarmCycles: number;
  79499. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  79500. preWarmStepOffset: number;
  79501. /**
  79502. * 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)
  79503. */
  79504. spriteCellChangeSpeed: number;
  79505. /**
  79506. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  79507. */
  79508. startSpriteCellID: number;
  79509. /**
  79510. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  79511. */
  79512. endSpriteCellID: number;
  79513. /**
  79514. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  79515. */
  79516. spriteCellWidth: number;
  79517. /**
  79518. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  79519. */
  79520. spriteCellHeight: number;
  79521. /**
  79522. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  79523. */
  79524. spriteRandomStartCell: boolean;
  79525. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  79526. translationPivot: Vector2;
  79527. /** @hidden */
  79528. protected _isAnimationSheetEnabled: boolean;
  79529. /**
  79530. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  79531. */
  79532. beginAnimationOnStart: boolean;
  79533. /**
  79534. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  79535. */
  79536. beginAnimationFrom: number;
  79537. /**
  79538. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  79539. */
  79540. beginAnimationTo: number;
  79541. /**
  79542. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  79543. */
  79544. beginAnimationLoop: boolean;
  79545. /**
  79546. * Gets or sets a world offset applied to all particles
  79547. */
  79548. worldOffset: Vector3;
  79549. /**
  79550. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  79551. */
  79552. isAnimationSheetEnabled: boolean;
  79553. /**
  79554. * Get hosting scene
  79555. * @returns the scene
  79556. */
  79557. getScene(): Scene;
  79558. /**
  79559. * You can use gravity if you want to give an orientation to your particles.
  79560. */
  79561. gravity: Vector3;
  79562. protected _colorGradients: Nullable<Array<ColorGradient>>;
  79563. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  79564. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  79565. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  79566. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  79567. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  79568. protected _dragGradients: Nullable<Array<FactorGradient>>;
  79569. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  79570. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  79571. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  79572. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  79573. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  79574. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  79575. /**
  79576. * Defines the delay in milliseconds before starting the system (0 by default)
  79577. */
  79578. startDelay: number;
  79579. /**
  79580. * Gets the current list of drag gradients.
  79581. * You must use addDragGradient and removeDragGradient to udpate this list
  79582. * @returns the list of drag gradients
  79583. */
  79584. getDragGradients(): Nullable<Array<FactorGradient>>;
  79585. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  79586. limitVelocityDamping: number;
  79587. /**
  79588. * Gets the current list of limit velocity gradients.
  79589. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  79590. * @returns the list of limit velocity gradients
  79591. */
  79592. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  79593. /**
  79594. * Gets the current list of color gradients.
  79595. * You must use addColorGradient and removeColorGradient to udpate this list
  79596. * @returns the list of color gradients
  79597. */
  79598. getColorGradients(): Nullable<Array<ColorGradient>>;
  79599. /**
  79600. * Gets the current list of size gradients.
  79601. * You must use addSizeGradient and removeSizeGradient to udpate this list
  79602. * @returns the list of size gradients
  79603. */
  79604. getSizeGradients(): Nullable<Array<FactorGradient>>;
  79605. /**
  79606. * Gets the current list of color remap gradients.
  79607. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  79608. * @returns the list of color remap gradients
  79609. */
  79610. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  79611. /**
  79612. * Gets the current list of alpha remap gradients.
  79613. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  79614. * @returns the list of alpha remap gradients
  79615. */
  79616. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  79617. /**
  79618. * Gets the current list of life time gradients.
  79619. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  79620. * @returns the list of life time gradients
  79621. */
  79622. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  79623. /**
  79624. * Gets the current list of angular speed gradients.
  79625. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  79626. * @returns the list of angular speed gradients
  79627. */
  79628. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  79629. /**
  79630. * Gets the current list of velocity gradients.
  79631. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  79632. * @returns the list of velocity gradients
  79633. */
  79634. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  79635. /**
  79636. * Gets the current list of start size gradients.
  79637. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  79638. * @returns the list of start size gradients
  79639. */
  79640. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  79641. /**
  79642. * Gets the current list of emit rate gradients.
  79643. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  79644. * @returns the list of emit rate gradients
  79645. */
  79646. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  79647. /**
  79648. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  79649. * This only works when particleEmitterTyps is a BoxParticleEmitter
  79650. */
  79651. direction1: Vector3;
  79652. /**
  79653. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  79654. * This only works when particleEmitterTyps is a BoxParticleEmitter
  79655. */
  79656. direction2: Vector3;
  79657. /**
  79658. * 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.
  79659. * This only works when particleEmitterTyps is a BoxParticleEmitter
  79660. */
  79661. minEmitBox: Vector3;
  79662. /**
  79663. * 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.
  79664. * This only works when particleEmitterTyps is a BoxParticleEmitter
  79665. */
  79666. maxEmitBox: Vector3;
  79667. /**
  79668. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  79669. */
  79670. color1: Color4;
  79671. /**
  79672. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  79673. */
  79674. color2: Color4;
  79675. /**
  79676. * Color the particle will have at the end of its lifetime
  79677. */
  79678. colorDead: Color4;
  79679. /**
  79680. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  79681. */
  79682. textureMask: Color4;
  79683. /**
  79684. * The particle emitter type defines the emitter used by the particle system.
  79685. * It can be for example box, sphere, or cone...
  79686. */
  79687. particleEmitterType: IParticleEmitterType;
  79688. /** @hidden */
  79689. _isSubEmitter: boolean;
  79690. /**
  79691. * Gets or sets the billboard mode to use when isBillboardBased = true.
  79692. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  79693. */
  79694. billboardMode: number;
  79695. protected _isBillboardBased: boolean;
  79696. /**
  79697. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  79698. */
  79699. isBillboardBased: boolean;
  79700. /**
  79701. * The scene the particle system belongs to.
  79702. */
  79703. protected _scene: Scene;
  79704. /**
  79705. * Local cache of defines for image processing.
  79706. */
  79707. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  79708. /**
  79709. * Default configuration related to image processing available in the standard Material.
  79710. */
  79711. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  79712. /**
  79713. * Gets the image processing configuration used either in this material.
  79714. */
  79715. /**
  79716. * Sets the Default image processing configuration used either in the this material.
  79717. *
  79718. * If sets to null, the scene one is in use.
  79719. */
  79720. imageProcessingConfiguration: ImageProcessingConfiguration;
  79721. /**
  79722. * Attaches a new image processing configuration to the Standard Material.
  79723. * @param configuration
  79724. */
  79725. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  79726. /** @hidden */
  79727. protected _reset(): void;
  79728. /** @hidden */
  79729. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  79730. /**
  79731. * Instantiates a particle system.
  79732. * 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.
  79733. * @param name The name of the particle system
  79734. */
  79735. constructor(name: string);
  79736. /**
  79737. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  79738. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  79739. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  79740. * @returns the emitter
  79741. */
  79742. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  79743. /**
  79744. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  79745. * @param radius The radius of the hemisphere to emit from
  79746. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  79747. * @returns the emitter
  79748. */
  79749. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  79750. /**
  79751. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  79752. * @param radius The radius of the sphere to emit from
  79753. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  79754. * @returns the emitter
  79755. */
  79756. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  79757. /**
  79758. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  79759. * @param radius The radius of the sphere to emit from
  79760. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  79761. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  79762. * @returns the emitter
  79763. */
  79764. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  79765. /**
  79766. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  79767. * @param radius The radius of the emission cylinder
  79768. * @param height The height of the emission cylinder
  79769. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  79770. * @param directionRandomizer How much to randomize the particle direction [0-1]
  79771. * @returns the emitter
  79772. */
  79773. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  79774. /**
  79775. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  79776. * @param radius The radius of the cylinder to emit from
  79777. * @param height The height of the emission cylinder
  79778. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  79779. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  79780. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  79781. * @returns the emitter
  79782. */
  79783. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  79784. /**
  79785. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  79786. * @param radius The radius of the cone to emit from
  79787. * @param angle The base angle of the cone
  79788. * @returns the emitter
  79789. */
  79790. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  79791. /**
  79792. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  79793. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  79794. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  79795. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  79796. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  79797. * @returns the emitter
  79798. */
  79799. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  79800. }
  79801. }
  79802. declare module BABYLON {
  79803. /**
  79804. * Type of sub emitter
  79805. */
  79806. export enum SubEmitterType {
  79807. /**
  79808. * Attached to the particle over it's lifetime
  79809. */
  79810. ATTACHED = 0,
  79811. /**
  79812. * Created when the particle dies
  79813. */
  79814. END = 1
  79815. }
  79816. /**
  79817. * Sub emitter class used to emit particles from an existing particle
  79818. */
  79819. export class SubEmitter {
  79820. /**
  79821. * the particle system to be used by the sub emitter
  79822. */
  79823. particleSystem: ParticleSystem;
  79824. /**
  79825. * Type of the submitter (Default: END)
  79826. */
  79827. type: SubEmitterType;
  79828. /**
  79829. * 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)
  79830. * Note: This only is supported when using an emitter of type Mesh
  79831. */
  79832. inheritDirection: boolean;
  79833. /**
  79834. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  79835. */
  79836. inheritedVelocityAmount: number;
  79837. /**
  79838. * Creates a sub emitter
  79839. * @param particleSystem the particle system to be used by the sub emitter
  79840. */
  79841. constructor(
  79842. /**
  79843. * the particle system to be used by the sub emitter
  79844. */
  79845. particleSystem: ParticleSystem);
  79846. /**
  79847. * Clones the sub emitter
  79848. * @returns the cloned sub emitter
  79849. */
  79850. clone(): SubEmitter;
  79851. /**
  79852. * Serialize current object to a JSON object
  79853. * @returns the serialized object
  79854. */
  79855. serialize(): any;
  79856. /** @hidden */
  79857. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  79858. /**
  79859. * Creates a new SubEmitter from a serialized JSON version
  79860. * @param serializationObject defines the JSON object to read from
  79861. * @param scene defines the hosting scene
  79862. * @param rootUrl defines the rootUrl for data loading
  79863. * @returns a new SubEmitter
  79864. */
  79865. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  79866. /** Release associated resources */
  79867. dispose(): void;
  79868. }
  79869. }
  79870. declare module BABYLON {
  79871. /** @hidden */
  79872. export var clipPlaneFragmentDeclaration: {
  79873. name: string;
  79874. shader: string;
  79875. };
  79876. }
  79877. declare module BABYLON {
  79878. /** @hidden */
  79879. export var imageProcessingDeclaration: {
  79880. name: string;
  79881. shader: string;
  79882. };
  79883. }
  79884. declare module BABYLON {
  79885. /** @hidden */
  79886. export var imageProcessingFunctions: {
  79887. name: string;
  79888. shader: string;
  79889. };
  79890. }
  79891. declare module BABYLON {
  79892. /** @hidden */
  79893. export var clipPlaneFragment: {
  79894. name: string;
  79895. shader: string;
  79896. };
  79897. }
  79898. declare module BABYLON {
  79899. /** @hidden */
  79900. export var particlesPixelShader: {
  79901. name: string;
  79902. shader: string;
  79903. };
  79904. }
  79905. declare module BABYLON {
  79906. /** @hidden */
  79907. export var clipPlaneVertexDeclaration: {
  79908. name: string;
  79909. shader: string;
  79910. };
  79911. }
  79912. declare module BABYLON {
  79913. /** @hidden */
  79914. export var clipPlaneVertex: {
  79915. name: string;
  79916. shader: string;
  79917. };
  79918. }
  79919. declare module BABYLON {
  79920. /** @hidden */
  79921. export var particlesVertexShader: {
  79922. name: string;
  79923. shader: string;
  79924. };
  79925. }
  79926. declare module BABYLON {
  79927. /**
  79928. * This represents a particle system in Babylon.
  79929. * 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.
  79930. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  79931. * @example https://doc.babylonjs.com/babylon101/particles
  79932. */
  79933. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  79934. /**
  79935. * Billboard mode will only apply to Y axis
  79936. */
  79937. static readonly BILLBOARDMODE_Y: number;
  79938. /**
  79939. * Billboard mode will apply to all axes
  79940. */
  79941. static readonly BILLBOARDMODE_ALL: number;
  79942. /**
  79943. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  79944. */
  79945. static readonly BILLBOARDMODE_STRETCHED: number;
  79946. /**
  79947. * This function can be defined to provide custom update for active particles.
  79948. * This function will be called instead of regular update (age, position, color, etc.).
  79949. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  79950. */
  79951. updateFunction: (particles: Particle[]) => void;
  79952. private _emitterWorldMatrix;
  79953. /**
  79954. * This function can be defined to specify initial direction for every new particle.
  79955. * It by default use the emitterType defined function
  79956. */
  79957. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  79958. /**
  79959. * This function can be defined to specify initial position for every new particle.
  79960. * It by default use the emitterType defined function
  79961. */
  79962. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  79963. /**
  79964. * @hidden
  79965. */
  79966. _inheritedVelocityOffset: Vector3;
  79967. /**
  79968. * An event triggered when the system is disposed
  79969. */
  79970. onDisposeObservable: Observable<ParticleSystem>;
  79971. private _onDisposeObserver;
  79972. /**
  79973. * Sets a callback that will be triggered when the system is disposed
  79974. */
  79975. onDispose: () => void;
  79976. private _particles;
  79977. private _epsilon;
  79978. private _capacity;
  79979. private _stockParticles;
  79980. private _newPartsExcess;
  79981. private _vertexData;
  79982. private _vertexBuffer;
  79983. private _vertexBuffers;
  79984. private _spriteBuffer;
  79985. private _indexBuffer;
  79986. private _effect;
  79987. private _customEffect;
  79988. private _cachedDefines;
  79989. private _scaledColorStep;
  79990. private _colorDiff;
  79991. private _scaledDirection;
  79992. private _scaledGravity;
  79993. private _currentRenderId;
  79994. private _alive;
  79995. private _useInstancing;
  79996. private _started;
  79997. private _stopped;
  79998. private _actualFrame;
  79999. private _scaledUpdateSpeed;
  80000. private _vertexBufferSize;
  80001. /** @hidden */
  80002. _currentEmitRateGradient: Nullable<FactorGradient>;
  80003. /** @hidden */
  80004. _currentEmitRate1: number;
  80005. /** @hidden */
  80006. _currentEmitRate2: number;
  80007. /** @hidden */
  80008. _currentStartSizeGradient: Nullable<FactorGradient>;
  80009. /** @hidden */
  80010. _currentStartSize1: number;
  80011. /** @hidden */
  80012. _currentStartSize2: number;
  80013. private readonly _rawTextureWidth;
  80014. private _rampGradientsTexture;
  80015. private _useRampGradients;
  80016. /** Gets or sets a boolean indicating that ramp gradients must be used
  80017. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80018. */
  80019. useRampGradients: boolean;
  80020. /**
  80021. * 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.
  80022. * 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: [])
  80023. */
  80024. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80025. private _subEmitters;
  80026. /**
  80027. * @hidden
  80028. * If the particle systems emitter should be disposed when the particle system is disposed
  80029. */
  80030. _disposeEmitterOnDispose: boolean;
  80031. /**
  80032. * The current active Sub-systems, this property is used by the root particle system only.
  80033. */
  80034. activeSubSystems: Array<ParticleSystem>;
  80035. private _rootParticleSystem;
  80036. /**
  80037. * Gets the current list of active particles
  80038. */
  80039. readonly particles: Particle[];
  80040. /**
  80041. * Returns the string "ParticleSystem"
  80042. * @returns a string containing the class name
  80043. */
  80044. getClassName(): string;
  80045. /**
  80046. * Instantiates a particle system.
  80047. * 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.
  80048. * @param name The name of the particle system
  80049. * @param capacity The max number of particles alive at the same time
  80050. * @param scene The scene the particle system belongs to
  80051. * @param customEffect a custom effect used to change the way particles are rendered by default
  80052. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80053. * @param epsilon Offset used to render the particles
  80054. */
  80055. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80056. private _addFactorGradient;
  80057. private _removeFactorGradient;
  80058. /**
  80059. * Adds a new life time gradient
  80060. * @param gradient defines the gradient to use (between 0 and 1)
  80061. * @param factor defines the life time factor to affect to the specified gradient
  80062. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80063. * @returns the current particle system
  80064. */
  80065. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80066. /**
  80067. * Remove a specific life time gradient
  80068. * @param gradient defines the gradient to remove
  80069. * @returns the current particle system
  80070. */
  80071. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80072. /**
  80073. * Adds a new size gradient
  80074. * @param gradient defines the gradient to use (between 0 and 1)
  80075. * @param factor defines the size factor to affect to the specified gradient
  80076. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80077. * @returns the current particle system
  80078. */
  80079. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80080. /**
  80081. * Remove a specific size gradient
  80082. * @param gradient defines the gradient to remove
  80083. * @returns the current particle system
  80084. */
  80085. removeSizeGradient(gradient: number): IParticleSystem;
  80086. /**
  80087. * Adds a new color remap gradient
  80088. * @param gradient defines the gradient to use (between 0 and 1)
  80089. * @param min defines the color remap minimal range
  80090. * @param max defines the color remap maximal range
  80091. * @returns the current particle system
  80092. */
  80093. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80094. /**
  80095. * Remove a specific color remap gradient
  80096. * @param gradient defines the gradient to remove
  80097. * @returns the current particle system
  80098. */
  80099. removeColorRemapGradient(gradient: number): IParticleSystem;
  80100. /**
  80101. * Adds a new alpha remap gradient
  80102. * @param gradient defines the gradient to use (between 0 and 1)
  80103. * @param min defines the alpha remap minimal range
  80104. * @param max defines the alpha remap maximal range
  80105. * @returns the current particle system
  80106. */
  80107. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80108. /**
  80109. * Remove a specific alpha remap gradient
  80110. * @param gradient defines the gradient to remove
  80111. * @returns the current particle system
  80112. */
  80113. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80114. /**
  80115. * Adds a new angular speed gradient
  80116. * @param gradient defines the gradient to use (between 0 and 1)
  80117. * @param factor defines the angular speed to affect to the specified gradient
  80118. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80119. * @returns the current particle system
  80120. */
  80121. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80122. /**
  80123. * Remove a specific angular speed gradient
  80124. * @param gradient defines the gradient to remove
  80125. * @returns the current particle system
  80126. */
  80127. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80128. /**
  80129. * Adds a new velocity gradient
  80130. * @param gradient defines the gradient to use (between 0 and 1)
  80131. * @param factor defines the velocity to affect to the specified gradient
  80132. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80133. * @returns the current particle system
  80134. */
  80135. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80136. /**
  80137. * Remove a specific velocity gradient
  80138. * @param gradient defines the gradient to remove
  80139. * @returns the current particle system
  80140. */
  80141. removeVelocityGradient(gradient: number): IParticleSystem;
  80142. /**
  80143. * Adds a new limit velocity gradient
  80144. * @param gradient defines the gradient to use (between 0 and 1)
  80145. * @param factor defines the limit velocity value to affect to the specified gradient
  80146. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80147. * @returns the current particle system
  80148. */
  80149. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80150. /**
  80151. * Remove a specific limit velocity gradient
  80152. * @param gradient defines the gradient to remove
  80153. * @returns the current particle system
  80154. */
  80155. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80156. /**
  80157. * Adds a new drag gradient
  80158. * @param gradient defines the gradient to use (between 0 and 1)
  80159. * @param factor defines the drag value to affect to the specified gradient
  80160. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80161. * @returns the current particle system
  80162. */
  80163. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80164. /**
  80165. * Remove a specific drag gradient
  80166. * @param gradient defines the gradient to remove
  80167. * @returns the current particle system
  80168. */
  80169. removeDragGradient(gradient: number): IParticleSystem;
  80170. /**
  80171. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80172. * @param gradient defines the gradient to use (between 0 and 1)
  80173. * @param factor defines the emit rate value to affect to the specified gradient
  80174. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80175. * @returns the current particle system
  80176. */
  80177. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80178. /**
  80179. * Remove a specific emit rate gradient
  80180. * @param gradient defines the gradient to remove
  80181. * @returns the current particle system
  80182. */
  80183. removeEmitRateGradient(gradient: number): IParticleSystem;
  80184. /**
  80185. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80186. * @param gradient defines the gradient to use (between 0 and 1)
  80187. * @param factor defines the start size value to affect to the specified gradient
  80188. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80189. * @returns the current particle system
  80190. */
  80191. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80192. /**
  80193. * Remove a specific start size gradient
  80194. * @param gradient defines the gradient to remove
  80195. * @returns the current particle system
  80196. */
  80197. removeStartSizeGradient(gradient: number): IParticleSystem;
  80198. private _createRampGradientTexture;
  80199. /**
  80200. * Gets the current list of ramp gradients.
  80201. * You must use addRampGradient and removeRampGradient to udpate this list
  80202. * @returns the list of ramp gradients
  80203. */
  80204. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80205. /**
  80206. * Adds a new ramp gradient used to remap particle colors
  80207. * @param gradient defines the gradient to use (between 0 and 1)
  80208. * @param color defines the color to affect to the specified gradient
  80209. * @returns the current particle system
  80210. */
  80211. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80212. /**
  80213. * Remove a specific ramp gradient
  80214. * @param gradient defines the gradient to remove
  80215. * @returns the current particle system
  80216. */
  80217. removeRampGradient(gradient: number): ParticleSystem;
  80218. /**
  80219. * Adds a new color gradient
  80220. * @param gradient defines the gradient to use (between 0 and 1)
  80221. * @param color1 defines the color to affect to the specified gradient
  80222. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80223. * @returns this particle system
  80224. */
  80225. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80226. /**
  80227. * Remove a specific color gradient
  80228. * @param gradient defines the gradient to remove
  80229. * @returns this particle system
  80230. */
  80231. removeColorGradient(gradient: number): IParticleSystem;
  80232. private _fetchR;
  80233. protected _reset(): void;
  80234. private _resetEffect;
  80235. private _createVertexBuffers;
  80236. private _createIndexBuffer;
  80237. /**
  80238. * Gets the maximum number of particles active at the same time.
  80239. * @returns The max number of active particles.
  80240. */
  80241. getCapacity(): number;
  80242. /**
  80243. * Gets whether there are still active particles in the system.
  80244. * @returns True if it is alive, otherwise false.
  80245. */
  80246. isAlive(): boolean;
  80247. /**
  80248. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80249. * @returns True if it has been started, otherwise false.
  80250. */
  80251. isStarted(): boolean;
  80252. private _prepareSubEmitterInternalArray;
  80253. /**
  80254. * Starts the particle system and begins to emit
  80255. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80256. */
  80257. start(delay?: number): void;
  80258. /**
  80259. * Stops the particle system.
  80260. * @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.
  80261. */
  80262. stop(stopSubEmitters?: boolean): void;
  80263. /**
  80264. * Remove all active particles
  80265. */
  80266. reset(): void;
  80267. /**
  80268. * @hidden (for internal use only)
  80269. */
  80270. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  80271. /**
  80272. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  80273. * Its lifetime will start back at 0.
  80274. */
  80275. recycleParticle: (particle: Particle) => void;
  80276. private _stopSubEmitters;
  80277. private _createParticle;
  80278. private _removeFromRoot;
  80279. private _emitFromParticle;
  80280. private _update;
  80281. /** @hidden */
  80282. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  80283. /** @hidden */
  80284. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  80285. /** @hidden */
  80286. private _getEffect;
  80287. /**
  80288. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  80289. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  80290. */
  80291. animate(preWarmOnly?: boolean): void;
  80292. private _appendParticleVertices;
  80293. /**
  80294. * Rebuilds the particle system.
  80295. */
  80296. rebuild(): void;
  80297. /**
  80298. * Is this system ready to be used/rendered
  80299. * @return true if the system is ready
  80300. */
  80301. isReady(): boolean;
  80302. private _render;
  80303. /**
  80304. * Renders the particle system in its current state.
  80305. * @returns the current number of particles
  80306. */
  80307. render(): number;
  80308. /**
  80309. * Disposes the particle system and free the associated resources
  80310. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  80311. */
  80312. dispose(disposeTexture?: boolean): void;
  80313. /**
  80314. * Clones the particle system.
  80315. * @param name The name of the cloned object
  80316. * @param newEmitter The new emitter to use
  80317. * @returns the cloned particle system
  80318. */
  80319. clone(name: string, newEmitter: any): ParticleSystem;
  80320. /**
  80321. * Serializes the particle system to a JSON object.
  80322. * @returns the JSON object
  80323. */
  80324. serialize(): any;
  80325. /** @hidden */
  80326. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  80327. /** @hidden */
  80328. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  80329. /**
  80330. * Parses a JSON object to create a particle system.
  80331. * @param parsedParticleSystem The JSON object to parse
  80332. * @param scene The scene to create the particle system in
  80333. * @param rootUrl The root url to use to load external dependencies like texture
  80334. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  80335. * @returns the Parsed particle system
  80336. */
  80337. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  80338. }
  80339. }
  80340. declare module BABYLON {
  80341. /**
  80342. * A particle represents one of the element emitted by a particle system.
  80343. * This is mainly define by its coordinates, direction, velocity and age.
  80344. */
  80345. export class Particle {
  80346. /**
  80347. * The particle system the particle belongs to.
  80348. */
  80349. particleSystem: ParticleSystem;
  80350. private static _Count;
  80351. /**
  80352. * Unique ID of the particle
  80353. */
  80354. id: number;
  80355. /**
  80356. * The world position of the particle in the scene.
  80357. */
  80358. position: Vector3;
  80359. /**
  80360. * The world direction of the particle in the scene.
  80361. */
  80362. direction: Vector3;
  80363. /**
  80364. * The color of the particle.
  80365. */
  80366. color: Color4;
  80367. /**
  80368. * The color change of the particle per step.
  80369. */
  80370. colorStep: Color4;
  80371. /**
  80372. * Defines how long will the life of the particle be.
  80373. */
  80374. lifeTime: number;
  80375. /**
  80376. * The current age of the particle.
  80377. */
  80378. age: number;
  80379. /**
  80380. * The current size of the particle.
  80381. */
  80382. size: number;
  80383. /**
  80384. * The current scale of the particle.
  80385. */
  80386. scale: Vector2;
  80387. /**
  80388. * The current angle of the particle.
  80389. */
  80390. angle: number;
  80391. /**
  80392. * Defines how fast is the angle changing.
  80393. */
  80394. angularSpeed: number;
  80395. /**
  80396. * Defines the cell index used by the particle to be rendered from a sprite.
  80397. */
  80398. cellIndex: number;
  80399. /**
  80400. * The information required to support color remapping
  80401. */
  80402. remapData: Vector4;
  80403. /** @hidden */
  80404. _randomCellOffset?: number;
  80405. /** @hidden */
  80406. _initialDirection: Nullable<Vector3>;
  80407. /** @hidden */
  80408. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  80409. /** @hidden */
  80410. _initialStartSpriteCellID: number;
  80411. /** @hidden */
  80412. _initialEndSpriteCellID: number;
  80413. /** @hidden */
  80414. _currentColorGradient: Nullable<ColorGradient>;
  80415. /** @hidden */
  80416. _currentColor1: Color4;
  80417. /** @hidden */
  80418. _currentColor2: Color4;
  80419. /** @hidden */
  80420. _currentSizeGradient: Nullable<FactorGradient>;
  80421. /** @hidden */
  80422. _currentSize1: number;
  80423. /** @hidden */
  80424. _currentSize2: number;
  80425. /** @hidden */
  80426. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  80427. /** @hidden */
  80428. _currentAngularSpeed1: number;
  80429. /** @hidden */
  80430. _currentAngularSpeed2: number;
  80431. /** @hidden */
  80432. _currentVelocityGradient: Nullable<FactorGradient>;
  80433. /** @hidden */
  80434. _currentVelocity1: number;
  80435. /** @hidden */
  80436. _currentVelocity2: number;
  80437. /** @hidden */
  80438. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  80439. /** @hidden */
  80440. _currentLimitVelocity1: number;
  80441. /** @hidden */
  80442. _currentLimitVelocity2: number;
  80443. /** @hidden */
  80444. _currentDragGradient: Nullable<FactorGradient>;
  80445. /** @hidden */
  80446. _currentDrag1: number;
  80447. /** @hidden */
  80448. _currentDrag2: number;
  80449. /** @hidden */
  80450. _randomNoiseCoordinates1: Vector3;
  80451. /** @hidden */
  80452. _randomNoiseCoordinates2: Vector3;
  80453. /**
  80454. * Creates a new instance Particle
  80455. * @param particleSystem the particle system the particle belongs to
  80456. */
  80457. constructor(
  80458. /**
  80459. * The particle system the particle belongs to.
  80460. */
  80461. particleSystem: ParticleSystem);
  80462. private updateCellInfoFromSystem;
  80463. /**
  80464. * Defines how the sprite cell index is updated for the particle
  80465. */
  80466. updateCellIndex(): void;
  80467. /** @hidden */
  80468. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  80469. /** @hidden */
  80470. _inheritParticleInfoToSubEmitters(): void;
  80471. /** @hidden */
  80472. _reset(): void;
  80473. /**
  80474. * Copy the properties of particle to another one.
  80475. * @param other the particle to copy the information to.
  80476. */
  80477. copyTo(other: Particle): void;
  80478. }
  80479. }
  80480. declare module BABYLON {
  80481. /**
  80482. * Particle emitter represents a volume emitting particles.
  80483. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  80484. */
  80485. export interface IParticleEmitterType {
  80486. /**
  80487. * Called by the particle System when the direction is computed for the created particle.
  80488. * @param worldMatrix is the world matrix of the particle system
  80489. * @param directionToUpdate is the direction vector to update with the result
  80490. * @param particle is the particle we are computed the direction for
  80491. */
  80492. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80493. /**
  80494. * Called by the particle System when the position is computed for the created particle.
  80495. * @param worldMatrix is the world matrix of the particle system
  80496. * @param positionToUpdate is the position vector to update with the result
  80497. * @param particle is the particle we are computed the position for
  80498. */
  80499. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80500. /**
  80501. * Clones the current emitter and returns a copy of it
  80502. * @returns the new emitter
  80503. */
  80504. clone(): IParticleEmitterType;
  80505. /**
  80506. * Called by the GPUParticleSystem to setup the update shader
  80507. * @param effect defines the update shader
  80508. */
  80509. applyToShader(effect: Effect): void;
  80510. /**
  80511. * Returns a string to use to update the GPU particles update shader
  80512. * @returns the effect defines string
  80513. */
  80514. getEffectDefines(): string;
  80515. /**
  80516. * Returns a string representing the class name
  80517. * @returns a string containing the class name
  80518. */
  80519. getClassName(): string;
  80520. /**
  80521. * Serializes the particle system to a JSON object.
  80522. * @returns the JSON object
  80523. */
  80524. serialize(): any;
  80525. /**
  80526. * Parse properties from a JSON object
  80527. * @param serializationObject defines the JSON object
  80528. */
  80529. parse(serializationObject: any): void;
  80530. }
  80531. }
  80532. declare module BABYLON {
  80533. /**
  80534. * Particle emitter emitting particles from the inside of a box.
  80535. * It emits the particles randomly between 2 given directions.
  80536. */
  80537. export class BoxParticleEmitter implements IParticleEmitterType {
  80538. /**
  80539. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80540. */
  80541. direction1: Vector3;
  80542. /**
  80543. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80544. */
  80545. direction2: Vector3;
  80546. /**
  80547. * 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.
  80548. */
  80549. minEmitBox: Vector3;
  80550. /**
  80551. * 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.
  80552. */
  80553. maxEmitBox: Vector3;
  80554. /**
  80555. * Creates a new instance BoxParticleEmitter
  80556. */
  80557. constructor();
  80558. /**
  80559. * Called by the particle System when the direction is computed for the created particle.
  80560. * @param worldMatrix is the world matrix of the particle system
  80561. * @param directionToUpdate is the direction vector to update with the result
  80562. * @param particle is the particle we are computed the direction for
  80563. */
  80564. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80565. /**
  80566. * Called by the particle System when the position is computed for the created particle.
  80567. * @param worldMatrix is the world matrix of the particle system
  80568. * @param positionToUpdate is the position vector to update with the result
  80569. * @param particle is the particle we are computed the position for
  80570. */
  80571. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80572. /**
  80573. * Clones the current emitter and returns a copy of it
  80574. * @returns the new emitter
  80575. */
  80576. clone(): BoxParticleEmitter;
  80577. /**
  80578. * Called by the GPUParticleSystem to setup the update shader
  80579. * @param effect defines the update shader
  80580. */
  80581. applyToShader(effect: Effect): void;
  80582. /**
  80583. * Returns a string to use to update the GPU particles update shader
  80584. * @returns a string containng the defines string
  80585. */
  80586. getEffectDefines(): string;
  80587. /**
  80588. * Returns the string "BoxParticleEmitter"
  80589. * @returns a string containing the class name
  80590. */
  80591. getClassName(): string;
  80592. /**
  80593. * Serializes the particle system to a JSON object.
  80594. * @returns the JSON object
  80595. */
  80596. serialize(): any;
  80597. /**
  80598. * Parse properties from a JSON object
  80599. * @param serializationObject defines the JSON object
  80600. */
  80601. parse(serializationObject: any): void;
  80602. }
  80603. }
  80604. declare module BABYLON {
  80605. /**
  80606. * Particle emitter emitting particles from the inside of a cone.
  80607. * It emits the particles alongside the cone volume from the base to the particle.
  80608. * The emission direction might be randomized.
  80609. */
  80610. export class ConeParticleEmitter implements IParticleEmitterType {
  80611. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  80612. directionRandomizer: number;
  80613. private _radius;
  80614. private _angle;
  80615. private _height;
  80616. /**
  80617. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  80618. */
  80619. radiusRange: number;
  80620. /**
  80621. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  80622. */
  80623. heightRange: number;
  80624. /**
  80625. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  80626. */
  80627. emitFromSpawnPointOnly: boolean;
  80628. /**
  80629. * Gets or sets the radius of the emission cone
  80630. */
  80631. radius: number;
  80632. /**
  80633. * Gets or sets the angle of the emission cone
  80634. */
  80635. angle: number;
  80636. private _buildHeight;
  80637. /**
  80638. * Creates a new instance ConeParticleEmitter
  80639. * @param radius the radius of the emission cone (1 by default)
  80640. * @param angle the cone base angle (PI by default)
  80641. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  80642. */
  80643. constructor(radius?: number, angle?: number,
  80644. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  80645. directionRandomizer?: number);
  80646. /**
  80647. * Called by the particle System when the direction is computed for the created particle.
  80648. * @param worldMatrix is the world matrix of the particle system
  80649. * @param directionToUpdate is the direction vector to update with the result
  80650. * @param particle is the particle we are computed the direction for
  80651. */
  80652. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80653. /**
  80654. * Called by the particle System when the position is computed for the created particle.
  80655. * @param worldMatrix is the world matrix of the particle system
  80656. * @param positionToUpdate is the position vector to update with the result
  80657. * @param particle is the particle we are computed the position for
  80658. */
  80659. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80660. /**
  80661. * Clones the current emitter and returns a copy of it
  80662. * @returns the new emitter
  80663. */
  80664. clone(): ConeParticleEmitter;
  80665. /**
  80666. * Called by the GPUParticleSystem to setup the update shader
  80667. * @param effect defines the update shader
  80668. */
  80669. applyToShader(effect: Effect): void;
  80670. /**
  80671. * Returns a string to use to update the GPU particles update shader
  80672. * @returns a string containng the defines string
  80673. */
  80674. getEffectDefines(): string;
  80675. /**
  80676. * Returns the string "ConeParticleEmitter"
  80677. * @returns a string containing the class name
  80678. */
  80679. getClassName(): string;
  80680. /**
  80681. * Serializes the particle system to a JSON object.
  80682. * @returns the JSON object
  80683. */
  80684. serialize(): any;
  80685. /**
  80686. * Parse properties from a JSON object
  80687. * @param serializationObject defines the JSON object
  80688. */
  80689. parse(serializationObject: any): void;
  80690. }
  80691. }
  80692. declare module BABYLON {
  80693. /**
  80694. * Particle emitter emitting particles from the inside of a cylinder.
  80695. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  80696. */
  80697. export class CylinderParticleEmitter implements IParticleEmitterType {
  80698. /**
  80699. * The radius of the emission cylinder.
  80700. */
  80701. radius: number;
  80702. /**
  80703. * The height of the emission cylinder.
  80704. */
  80705. height: number;
  80706. /**
  80707. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  80708. */
  80709. radiusRange: number;
  80710. /**
  80711. * How much to randomize the particle direction [0-1].
  80712. */
  80713. directionRandomizer: number;
  80714. /**
  80715. * Creates a new instance CylinderParticleEmitter
  80716. * @param radius the radius of the emission cylinder (1 by default)
  80717. * @param height the height of the emission cylinder (1 by default)
  80718. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80719. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  80720. */
  80721. constructor(
  80722. /**
  80723. * The radius of the emission cylinder.
  80724. */
  80725. radius?: number,
  80726. /**
  80727. * The height of the emission cylinder.
  80728. */
  80729. height?: number,
  80730. /**
  80731. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  80732. */
  80733. radiusRange?: number,
  80734. /**
  80735. * How much to randomize the particle direction [0-1].
  80736. */
  80737. directionRandomizer?: number);
  80738. /**
  80739. * Called by the particle System when the direction is computed for the created particle.
  80740. * @param worldMatrix is the world matrix of the particle system
  80741. * @param directionToUpdate is the direction vector to update with the result
  80742. * @param particle is the particle we are computed the direction for
  80743. */
  80744. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80745. /**
  80746. * Called by the particle System when the position is computed for the created particle.
  80747. * @param worldMatrix is the world matrix of the particle system
  80748. * @param positionToUpdate is the position vector to update with the result
  80749. * @param particle is the particle we are computed the position for
  80750. */
  80751. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80752. /**
  80753. * Clones the current emitter and returns a copy of it
  80754. * @returns the new emitter
  80755. */
  80756. clone(): CylinderParticleEmitter;
  80757. /**
  80758. * Called by the GPUParticleSystem to setup the update shader
  80759. * @param effect defines the update shader
  80760. */
  80761. applyToShader(effect: Effect): void;
  80762. /**
  80763. * Returns a string to use to update the GPU particles update shader
  80764. * @returns a string containng the defines string
  80765. */
  80766. getEffectDefines(): string;
  80767. /**
  80768. * Returns the string "CylinderParticleEmitter"
  80769. * @returns a string containing the class name
  80770. */
  80771. getClassName(): string;
  80772. /**
  80773. * Serializes the particle system to a JSON object.
  80774. * @returns the JSON object
  80775. */
  80776. serialize(): any;
  80777. /**
  80778. * Parse properties from a JSON object
  80779. * @param serializationObject defines the JSON object
  80780. */
  80781. parse(serializationObject: any): void;
  80782. }
  80783. /**
  80784. * Particle emitter emitting particles from the inside of a cylinder.
  80785. * It emits the particles randomly between two vectors.
  80786. */
  80787. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  80788. /**
  80789. * The min limit of the emission direction.
  80790. */
  80791. direction1: Vector3;
  80792. /**
  80793. * The max limit of the emission direction.
  80794. */
  80795. direction2: Vector3;
  80796. /**
  80797. * Creates a new instance CylinderDirectedParticleEmitter
  80798. * @param radius the radius of the emission cylinder (1 by default)
  80799. * @param height the height of the emission cylinder (1 by default)
  80800. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80801. * @param direction1 the min limit of the emission direction (up vector by default)
  80802. * @param direction2 the max limit of the emission direction (up vector by default)
  80803. */
  80804. constructor(radius?: number, height?: number, radiusRange?: number,
  80805. /**
  80806. * The min limit of the emission direction.
  80807. */
  80808. direction1?: Vector3,
  80809. /**
  80810. * The max limit of the emission direction.
  80811. */
  80812. direction2?: Vector3);
  80813. /**
  80814. * Called by the particle System when the direction is computed for the created particle.
  80815. * @param worldMatrix is the world matrix of the particle system
  80816. * @param directionToUpdate is the direction vector to update with the result
  80817. * @param particle is the particle we are computed the direction for
  80818. */
  80819. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80820. /**
  80821. * Clones the current emitter and returns a copy of it
  80822. * @returns the new emitter
  80823. */
  80824. clone(): CylinderDirectedParticleEmitter;
  80825. /**
  80826. * Called by the GPUParticleSystem to setup the update shader
  80827. * @param effect defines the update shader
  80828. */
  80829. applyToShader(effect: Effect): void;
  80830. /**
  80831. * Returns a string to use to update the GPU particles update shader
  80832. * @returns a string containng the defines string
  80833. */
  80834. getEffectDefines(): string;
  80835. /**
  80836. * Returns the string "CylinderDirectedParticleEmitter"
  80837. * @returns a string containing the class name
  80838. */
  80839. getClassName(): string;
  80840. /**
  80841. * Serializes the particle system to a JSON object.
  80842. * @returns the JSON object
  80843. */
  80844. serialize(): any;
  80845. /**
  80846. * Parse properties from a JSON object
  80847. * @param serializationObject defines the JSON object
  80848. */
  80849. parse(serializationObject: any): void;
  80850. }
  80851. }
  80852. declare module BABYLON {
  80853. /**
  80854. * Particle emitter emitting particles from the inside of a hemisphere.
  80855. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  80856. */
  80857. export class HemisphericParticleEmitter implements IParticleEmitterType {
  80858. /**
  80859. * The radius of the emission hemisphere.
  80860. */
  80861. radius: number;
  80862. /**
  80863. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  80864. */
  80865. radiusRange: number;
  80866. /**
  80867. * How much to randomize the particle direction [0-1].
  80868. */
  80869. directionRandomizer: number;
  80870. /**
  80871. * Creates a new instance HemisphericParticleEmitter
  80872. * @param radius the radius of the emission hemisphere (1 by default)
  80873. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80874. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  80875. */
  80876. constructor(
  80877. /**
  80878. * The radius of the emission hemisphere.
  80879. */
  80880. radius?: number,
  80881. /**
  80882. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  80883. */
  80884. radiusRange?: number,
  80885. /**
  80886. * How much to randomize the particle direction [0-1].
  80887. */
  80888. directionRandomizer?: number);
  80889. /**
  80890. * Called by the particle System when the direction is computed for the created particle.
  80891. * @param worldMatrix is the world matrix of the particle system
  80892. * @param directionToUpdate is the direction vector to update with the result
  80893. * @param particle is the particle we are computed the direction for
  80894. */
  80895. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80896. /**
  80897. * Called by the particle System when the position is computed for the created particle.
  80898. * @param worldMatrix is the world matrix of the particle system
  80899. * @param positionToUpdate is the position vector to update with the result
  80900. * @param particle is the particle we are computed the position for
  80901. */
  80902. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80903. /**
  80904. * Clones the current emitter and returns a copy of it
  80905. * @returns the new emitter
  80906. */
  80907. clone(): HemisphericParticleEmitter;
  80908. /**
  80909. * Called by the GPUParticleSystem to setup the update shader
  80910. * @param effect defines the update shader
  80911. */
  80912. applyToShader(effect: Effect): void;
  80913. /**
  80914. * Returns a string to use to update the GPU particles update shader
  80915. * @returns a string containng the defines string
  80916. */
  80917. getEffectDefines(): string;
  80918. /**
  80919. * Returns the string "HemisphericParticleEmitter"
  80920. * @returns a string containing the class name
  80921. */
  80922. getClassName(): string;
  80923. /**
  80924. * Serializes the particle system to a JSON object.
  80925. * @returns the JSON object
  80926. */
  80927. serialize(): any;
  80928. /**
  80929. * Parse properties from a JSON object
  80930. * @param serializationObject defines the JSON object
  80931. */
  80932. parse(serializationObject: any): void;
  80933. }
  80934. }
  80935. declare module BABYLON {
  80936. /**
  80937. * Particle emitter emitting particles from a point.
  80938. * It emits the particles randomly between 2 given directions.
  80939. */
  80940. export class PointParticleEmitter implements IParticleEmitterType {
  80941. /**
  80942. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80943. */
  80944. direction1: Vector3;
  80945. /**
  80946. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80947. */
  80948. direction2: Vector3;
  80949. /**
  80950. * Creates a new instance PointParticleEmitter
  80951. */
  80952. constructor();
  80953. /**
  80954. * Called by the particle System when the direction is computed for the created particle.
  80955. * @param worldMatrix is the world matrix of the particle system
  80956. * @param directionToUpdate is the direction vector to update with the result
  80957. * @param particle is the particle we are computed the direction for
  80958. */
  80959. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80960. /**
  80961. * Called by the particle System when the position is computed for the created particle.
  80962. * @param worldMatrix is the world matrix of the particle system
  80963. * @param positionToUpdate is the position vector to update with the result
  80964. * @param particle is the particle we are computed the position for
  80965. */
  80966. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80967. /**
  80968. * Clones the current emitter and returns a copy of it
  80969. * @returns the new emitter
  80970. */
  80971. clone(): PointParticleEmitter;
  80972. /**
  80973. * Called by the GPUParticleSystem to setup the update shader
  80974. * @param effect defines the update shader
  80975. */
  80976. applyToShader(effect: Effect): void;
  80977. /**
  80978. * Returns a string to use to update the GPU particles update shader
  80979. * @returns a string containng the defines string
  80980. */
  80981. getEffectDefines(): string;
  80982. /**
  80983. * Returns the string "PointParticleEmitter"
  80984. * @returns a string containing the class name
  80985. */
  80986. getClassName(): string;
  80987. /**
  80988. * Serializes the particle system to a JSON object.
  80989. * @returns the JSON object
  80990. */
  80991. serialize(): any;
  80992. /**
  80993. * Parse properties from a JSON object
  80994. * @param serializationObject defines the JSON object
  80995. */
  80996. parse(serializationObject: any): void;
  80997. }
  80998. }
  80999. declare module BABYLON {
  81000. /**
  81001. * Particle emitter emitting particles from the inside of a sphere.
  81002. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81003. */
  81004. export class SphereParticleEmitter implements IParticleEmitterType {
  81005. /**
  81006. * The radius of the emission sphere.
  81007. */
  81008. radius: number;
  81009. /**
  81010. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81011. */
  81012. radiusRange: number;
  81013. /**
  81014. * How much to randomize the particle direction [0-1].
  81015. */
  81016. directionRandomizer: number;
  81017. /**
  81018. * Creates a new instance SphereParticleEmitter
  81019. * @param radius the radius of the emission sphere (1 by default)
  81020. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81021. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81022. */
  81023. constructor(
  81024. /**
  81025. * The radius of the emission sphere.
  81026. */
  81027. radius?: number,
  81028. /**
  81029. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81030. */
  81031. radiusRange?: number,
  81032. /**
  81033. * How much to randomize the particle direction [0-1].
  81034. */
  81035. directionRandomizer?: number);
  81036. /**
  81037. * Called by the particle System when the direction is computed for the created particle.
  81038. * @param worldMatrix is the world matrix of the particle system
  81039. * @param directionToUpdate is the direction vector to update with the result
  81040. * @param particle is the particle we are computed the direction for
  81041. */
  81042. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81043. /**
  81044. * Called by the particle System when the position is computed for the created particle.
  81045. * @param worldMatrix is the world matrix of the particle system
  81046. * @param positionToUpdate is the position vector to update with the result
  81047. * @param particle is the particle we are computed the position for
  81048. */
  81049. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81050. /**
  81051. * Clones the current emitter and returns a copy of it
  81052. * @returns the new emitter
  81053. */
  81054. clone(): SphereParticleEmitter;
  81055. /**
  81056. * Called by the GPUParticleSystem to setup the update shader
  81057. * @param effect defines the update shader
  81058. */
  81059. applyToShader(effect: Effect): void;
  81060. /**
  81061. * Returns a string to use to update the GPU particles update shader
  81062. * @returns a string containng the defines string
  81063. */
  81064. getEffectDefines(): string;
  81065. /**
  81066. * Returns the string "SphereParticleEmitter"
  81067. * @returns a string containing the class name
  81068. */
  81069. getClassName(): string;
  81070. /**
  81071. * Serializes the particle system to a JSON object.
  81072. * @returns the JSON object
  81073. */
  81074. serialize(): any;
  81075. /**
  81076. * Parse properties from a JSON object
  81077. * @param serializationObject defines the JSON object
  81078. */
  81079. parse(serializationObject: any): void;
  81080. }
  81081. /**
  81082. * Particle emitter emitting particles from the inside of a sphere.
  81083. * It emits the particles randomly between two vectors.
  81084. */
  81085. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81086. /**
  81087. * The min limit of the emission direction.
  81088. */
  81089. direction1: Vector3;
  81090. /**
  81091. * The max limit of the emission direction.
  81092. */
  81093. direction2: Vector3;
  81094. /**
  81095. * Creates a new instance SphereDirectedParticleEmitter
  81096. * @param radius the radius of the emission sphere (1 by default)
  81097. * @param direction1 the min limit of the emission direction (up vector by default)
  81098. * @param direction2 the max limit of the emission direction (up vector by default)
  81099. */
  81100. constructor(radius?: number,
  81101. /**
  81102. * The min limit of the emission direction.
  81103. */
  81104. direction1?: Vector3,
  81105. /**
  81106. * The max limit of the emission direction.
  81107. */
  81108. direction2?: Vector3);
  81109. /**
  81110. * Called by the particle System when the direction is computed for the created particle.
  81111. * @param worldMatrix is the world matrix of the particle system
  81112. * @param directionToUpdate is the direction vector to update with the result
  81113. * @param particle is the particle we are computed the direction for
  81114. */
  81115. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81116. /**
  81117. * Clones the current emitter and returns a copy of it
  81118. * @returns the new emitter
  81119. */
  81120. clone(): SphereDirectedParticleEmitter;
  81121. /**
  81122. * Called by the GPUParticleSystem to setup the update shader
  81123. * @param effect defines the update shader
  81124. */
  81125. applyToShader(effect: Effect): void;
  81126. /**
  81127. * Returns a string to use to update the GPU particles update shader
  81128. * @returns a string containng the defines string
  81129. */
  81130. getEffectDefines(): string;
  81131. /**
  81132. * Returns the string "SphereDirectedParticleEmitter"
  81133. * @returns a string containing the class name
  81134. */
  81135. getClassName(): string;
  81136. /**
  81137. * Serializes the particle system to a JSON object.
  81138. * @returns the JSON object
  81139. */
  81140. serialize(): any;
  81141. /**
  81142. * Parse properties from a JSON object
  81143. * @param serializationObject defines the JSON object
  81144. */
  81145. parse(serializationObject: any): void;
  81146. }
  81147. }
  81148. declare module BABYLON {
  81149. /**
  81150. * Interface representing a particle system in Babylon.js.
  81151. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81152. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81153. */
  81154. export interface IParticleSystem {
  81155. /**
  81156. * List of animations used by the particle system.
  81157. */
  81158. animations: Animation[];
  81159. /**
  81160. * The id of the Particle system.
  81161. */
  81162. id: string;
  81163. /**
  81164. * The name of the Particle system.
  81165. */
  81166. name: string;
  81167. /**
  81168. * The emitter represents the Mesh or position we are attaching the particle system to.
  81169. */
  81170. emitter: Nullable<AbstractMesh | Vector3>;
  81171. /**
  81172. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81173. */
  81174. isBillboardBased: boolean;
  81175. /**
  81176. * The rendering group used by the Particle system to chose when to render.
  81177. */
  81178. renderingGroupId: number;
  81179. /**
  81180. * The layer mask we are rendering the particles through.
  81181. */
  81182. layerMask: number;
  81183. /**
  81184. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81185. */
  81186. updateSpeed: number;
  81187. /**
  81188. * The amount of time the particle system is running (depends of the overall update speed).
  81189. */
  81190. targetStopDuration: number;
  81191. /**
  81192. * The texture used to render each particle. (this can be a spritesheet)
  81193. */
  81194. particleTexture: Nullable<Texture>;
  81195. /**
  81196. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81197. */
  81198. blendMode: number;
  81199. /**
  81200. * Minimum life time of emitting particles.
  81201. */
  81202. minLifeTime: number;
  81203. /**
  81204. * Maximum life time of emitting particles.
  81205. */
  81206. maxLifeTime: number;
  81207. /**
  81208. * Minimum Size of emitting particles.
  81209. */
  81210. minSize: number;
  81211. /**
  81212. * Maximum Size of emitting particles.
  81213. */
  81214. maxSize: number;
  81215. /**
  81216. * Minimum scale of emitting particles on X axis.
  81217. */
  81218. minScaleX: number;
  81219. /**
  81220. * Maximum scale of emitting particles on X axis.
  81221. */
  81222. maxScaleX: number;
  81223. /**
  81224. * Minimum scale of emitting particles on Y axis.
  81225. */
  81226. minScaleY: number;
  81227. /**
  81228. * Maximum scale of emitting particles on Y axis.
  81229. */
  81230. maxScaleY: number;
  81231. /**
  81232. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81233. */
  81234. color1: Color4;
  81235. /**
  81236. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81237. */
  81238. color2: Color4;
  81239. /**
  81240. * Color the particle will have at the end of its lifetime.
  81241. */
  81242. colorDead: Color4;
  81243. /**
  81244. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81245. */
  81246. emitRate: number;
  81247. /**
  81248. * You can use gravity if you want to give an orientation to your particles.
  81249. */
  81250. gravity: Vector3;
  81251. /**
  81252. * Minimum power of emitting particles.
  81253. */
  81254. minEmitPower: number;
  81255. /**
  81256. * Maximum power of emitting particles.
  81257. */
  81258. maxEmitPower: number;
  81259. /**
  81260. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81261. */
  81262. minAngularSpeed: number;
  81263. /**
  81264. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81265. */
  81266. maxAngularSpeed: number;
  81267. /**
  81268. * Gets or sets the minimal initial rotation in radians.
  81269. */
  81270. minInitialRotation: number;
  81271. /**
  81272. * Gets or sets the maximal initial rotation in radians.
  81273. */
  81274. maxInitialRotation: number;
  81275. /**
  81276. * The particle emitter type defines the emitter used by the particle system.
  81277. * It can be for example box, sphere, or cone...
  81278. */
  81279. particleEmitterType: Nullable<IParticleEmitterType>;
  81280. /**
  81281. * Defines the delay in milliseconds before starting the system (0 by default)
  81282. */
  81283. startDelay: number;
  81284. /**
  81285. * 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
  81286. */
  81287. preWarmCycles: number;
  81288. /**
  81289. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  81290. */
  81291. preWarmStepOffset: number;
  81292. /**
  81293. * 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)
  81294. */
  81295. spriteCellChangeSpeed: number;
  81296. /**
  81297. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81298. */
  81299. startSpriteCellID: number;
  81300. /**
  81301. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81302. */
  81303. endSpriteCellID: number;
  81304. /**
  81305. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81306. */
  81307. spriteCellWidth: number;
  81308. /**
  81309. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81310. */
  81311. spriteCellHeight: number;
  81312. /**
  81313. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81314. */
  81315. spriteRandomStartCell: boolean;
  81316. /**
  81317. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  81318. */
  81319. isAnimationSheetEnabled: boolean;
  81320. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81321. translationPivot: Vector2;
  81322. /**
  81323. * Gets or sets a texture used to add random noise to particle positions
  81324. */
  81325. noiseTexture: Nullable<BaseTexture>;
  81326. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81327. noiseStrength: Vector3;
  81328. /**
  81329. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81330. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81331. */
  81332. billboardMode: number;
  81333. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81334. limitVelocityDamping: number;
  81335. /**
  81336. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81337. */
  81338. beginAnimationOnStart: boolean;
  81339. /**
  81340. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81341. */
  81342. beginAnimationFrom: number;
  81343. /**
  81344. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81345. */
  81346. beginAnimationTo: number;
  81347. /**
  81348. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81349. */
  81350. beginAnimationLoop: boolean;
  81351. /**
  81352. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81353. */
  81354. disposeOnStop: boolean;
  81355. /**
  81356. * Gets the maximum number of particles active at the same time.
  81357. * @returns The max number of active particles.
  81358. */
  81359. getCapacity(): number;
  81360. /**
  81361. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81362. * @returns True if it has been started, otherwise false.
  81363. */
  81364. isStarted(): boolean;
  81365. /**
  81366. * Animates the particle system for this frame.
  81367. */
  81368. animate(): void;
  81369. /**
  81370. * Renders the particle system in its current state.
  81371. * @returns the current number of particles
  81372. */
  81373. render(): number;
  81374. /**
  81375. * Dispose the particle system and frees its associated resources.
  81376. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81377. */
  81378. dispose(disposeTexture?: boolean): void;
  81379. /**
  81380. * Clones the particle system.
  81381. * @param name The name of the cloned object
  81382. * @param newEmitter The new emitter to use
  81383. * @returns the cloned particle system
  81384. */
  81385. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  81386. /**
  81387. * Serializes the particle system to a JSON object.
  81388. * @returns the JSON object
  81389. */
  81390. serialize(): any;
  81391. /**
  81392. * Rebuild the particle system
  81393. */
  81394. rebuild(): void;
  81395. /**
  81396. * Starts the particle system and begins to emit
  81397. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  81398. */
  81399. start(delay?: number): void;
  81400. /**
  81401. * Stops the particle system.
  81402. */
  81403. stop(): void;
  81404. /**
  81405. * Remove all active particles
  81406. */
  81407. reset(): void;
  81408. /**
  81409. * Is this system ready to be used/rendered
  81410. * @return true if the system is ready
  81411. */
  81412. isReady(): boolean;
  81413. /**
  81414. * Adds a new color gradient
  81415. * @param gradient defines the gradient to use (between 0 and 1)
  81416. * @param color1 defines the color to affect to the specified gradient
  81417. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81418. * @returns the current particle system
  81419. */
  81420. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81421. /**
  81422. * Remove a specific color gradient
  81423. * @param gradient defines the gradient to remove
  81424. * @returns the current particle system
  81425. */
  81426. removeColorGradient(gradient: number): IParticleSystem;
  81427. /**
  81428. * Adds a new size gradient
  81429. * @param gradient defines the gradient to use (between 0 and 1)
  81430. * @param factor defines the size factor to affect to the specified gradient
  81431. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81432. * @returns the current particle system
  81433. */
  81434. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81435. /**
  81436. * Remove a specific size gradient
  81437. * @param gradient defines the gradient to remove
  81438. * @returns the current particle system
  81439. */
  81440. removeSizeGradient(gradient: number): IParticleSystem;
  81441. /**
  81442. * Gets the current list of color gradients.
  81443. * You must use addColorGradient and removeColorGradient to udpate this list
  81444. * @returns the list of color gradients
  81445. */
  81446. getColorGradients(): Nullable<Array<ColorGradient>>;
  81447. /**
  81448. * Gets the current list of size gradients.
  81449. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81450. * @returns the list of size gradients
  81451. */
  81452. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81453. /**
  81454. * Gets the current list of angular speed gradients.
  81455. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81456. * @returns the list of angular speed gradients
  81457. */
  81458. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81459. /**
  81460. * Adds a new angular speed gradient
  81461. * @param gradient defines the gradient to use (between 0 and 1)
  81462. * @param factor defines the angular speed to affect to the specified gradient
  81463. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81464. * @returns the current particle system
  81465. */
  81466. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81467. /**
  81468. * Remove a specific angular speed gradient
  81469. * @param gradient defines the gradient to remove
  81470. * @returns the current particle system
  81471. */
  81472. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81473. /**
  81474. * Gets the current list of velocity gradients.
  81475. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81476. * @returns the list of velocity gradients
  81477. */
  81478. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81479. /**
  81480. * Adds a new velocity gradient
  81481. * @param gradient defines the gradient to use (between 0 and 1)
  81482. * @param factor defines the velocity to affect to the specified gradient
  81483. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81484. * @returns the current particle system
  81485. */
  81486. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81487. /**
  81488. * Remove a specific velocity gradient
  81489. * @param gradient defines the gradient to remove
  81490. * @returns the current particle system
  81491. */
  81492. removeVelocityGradient(gradient: number): IParticleSystem;
  81493. /**
  81494. * Gets the current list of limit velocity gradients.
  81495. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81496. * @returns the list of limit velocity gradients
  81497. */
  81498. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81499. /**
  81500. * Adds a new limit velocity gradient
  81501. * @param gradient defines the gradient to use (between 0 and 1)
  81502. * @param factor defines the limit velocity to affect to the specified gradient
  81503. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81504. * @returns the current particle system
  81505. */
  81506. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81507. /**
  81508. * Remove a specific limit velocity gradient
  81509. * @param gradient defines the gradient to remove
  81510. * @returns the current particle system
  81511. */
  81512. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81513. /**
  81514. * Adds a new drag gradient
  81515. * @param gradient defines the gradient to use (between 0 and 1)
  81516. * @param factor defines the drag to affect to the specified gradient
  81517. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81518. * @returns the current particle system
  81519. */
  81520. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81521. /**
  81522. * Remove a specific drag gradient
  81523. * @param gradient defines the gradient to remove
  81524. * @returns the current particle system
  81525. */
  81526. removeDragGradient(gradient: number): IParticleSystem;
  81527. /**
  81528. * Gets the current list of drag gradients.
  81529. * You must use addDragGradient and removeDragGradient to udpate this list
  81530. * @returns the list of drag gradients
  81531. */
  81532. getDragGradients(): Nullable<Array<FactorGradient>>;
  81533. /**
  81534. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81535. * @param gradient defines the gradient to use (between 0 and 1)
  81536. * @param factor defines the emit rate to affect to the specified gradient
  81537. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81538. * @returns the current particle system
  81539. */
  81540. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81541. /**
  81542. * Remove a specific emit rate gradient
  81543. * @param gradient defines the gradient to remove
  81544. * @returns the current particle system
  81545. */
  81546. removeEmitRateGradient(gradient: number): IParticleSystem;
  81547. /**
  81548. * Gets the current list of emit rate gradients.
  81549. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81550. * @returns the list of emit rate gradients
  81551. */
  81552. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81553. /**
  81554. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81555. * @param gradient defines the gradient to use (between 0 and 1)
  81556. * @param factor defines the start size to affect to the specified gradient
  81557. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81558. * @returns the current particle system
  81559. */
  81560. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81561. /**
  81562. * Remove a specific start size gradient
  81563. * @param gradient defines the gradient to remove
  81564. * @returns the current particle system
  81565. */
  81566. removeStartSizeGradient(gradient: number): IParticleSystem;
  81567. /**
  81568. * Gets the current list of start size gradients.
  81569. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81570. * @returns the list of start size gradients
  81571. */
  81572. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  81573. /**
  81574. * Adds a new life time gradient
  81575. * @param gradient defines the gradient to use (between 0 and 1)
  81576. * @param factor defines the life time factor to affect to the specified gradient
  81577. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81578. * @returns the current particle system
  81579. */
  81580. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81581. /**
  81582. * Remove a specific life time gradient
  81583. * @param gradient defines the gradient to remove
  81584. * @returns the current particle system
  81585. */
  81586. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81587. /**
  81588. * Gets the current list of life time gradients.
  81589. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81590. * @returns the list of life time gradients
  81591. */
  81592. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81593. /**
  81594. * Gets the current list of color gradients.
  81595. * You must use addColorGradient and removeColorGradient to udpate this list
  81596. * @returns the list of color gradients
  81597. */
  81598. getColorGradients(): Nullable<Array<ColorGradient>>;
  81599. /**
  81600. * Adds a new ramp gradient used to remap particle colors
  81601. * @param gradient defines the gradient to use (between 0 and 1)
  81602. * @param color defines the color to affect to the specified gradient
  81603. * @returns the current particle system
  81604. */
  81605. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  81606. /**
  81607. * Gets the current list of ramp gradients.
  81608. * You must use addRampGradient and removeRampGradient to udpate this list
  81609. * @returns the list of ramp gradients
  81610. */
  81611. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81612. /** Gets or sets a boolean indicating that ramp gradients must be used
  81613. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81614. */
  81615. useRampGradients: boolean;
  81616. /**
  81617. * Adds a new color remap gradient
  81618. * @param gradient defines the gradient to use (between 0 and 1)
  81619. * @param min defines the color remap minimal range
  81620. * @param max defines the color remap maximal range
  81621. * @returns the current particle system
  81622. */
  81623. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81624. /**
  81625. * Gets the current list of color remap gradients.
  81626. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  81627. * @returns the list of color remap gradients
  81628. */
  81629. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  81630. /**
  81631. * Adds a new alpha remap gradient
  81632. * @param gradient defines the gradient to use (between 0 and 1)
  81633. * @param min defines the alpha remap minimal range
  81634. * @param max defines the alpha remap maximal range
  81635. * @returns the current particle system
  81636. */
  81637. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81638. /**
  81639. * Gets the current list of alpha remap gradients.
  81640. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  81641. * @returns the list of alpha remap gradients
  81642. */
  81643. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81644. /**
  81645. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  81646. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81647. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81648. * @returns the emitter
  81649. */
  81650. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  81651. /**
  81652. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  81653. * @param radius The radius of the hemisphere to emit from
  81654. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81655. * @returns the emitter
  81656. */
  81657. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  81658. /**
  81659. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  81660. * @param radius The radius of the sphere to emit from
  81661. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81662. * @returns the emitter
  81663. */
  81664. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  81665. /**
  81666. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  81667. * @param radius The radius of the sphere to emit from
  81668. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  81669. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  81670. * @returns the emitter
  81671. */
  81672. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  81673. /**
  81674. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  81675. * @param radius The radius of the emission cylinder
  81676. * @param height The height of the emission cylinder
  81677. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  81678. * @param directionRandomizer How much to randomize the particle direction [0-1]
  81679. * @returns the emitter
  81680. */
  81681. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  81682. /**
  81683. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  81684. * @param radius The radius of the cylinder to emit from
  81685. * @param height The height of the emission cylinder
  81686. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81687. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  81688. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  81689. * @returns the emitter
  81690. */
  81691. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  81692. /**
  81693. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  81694. * @param radius The radius of the cone to emit from
  81695. * @param angle The base angle of the cone
  81696. * @returns the emitter
  81697. */
  81698. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  81699. /**
  81700. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  81701. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81702. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81703. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81704. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81705. * @returns the emitter
  81706. */
  81707. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  81708. /**
  81709. * Get hosting scene
  81710. * @returns the scene
  81711. */
  81712. getScene(): Scene;
  81713. }
  81714. }
  81715. declare module BABYLON {
  81716. /**
  81717. * Creates an instance based on a source mesh.
  81718. */
  81719. export class InstancedMesh extends AbstractMesh {
  81720. private _sourceMesh;
  81721. private _currentLOD;
  81722. /** @hidden */
  81723. _indexInSourceMeshInstanceArray: number;
  81724. constructor(name: string, source: Mesh);
  81725. /**
  81726. * Returns the string "InstancedMesh".
  81727. */
  81728. getClassName(): string;
  81729. /** Gets the list of lights affecting that mesh */
  81730. readonly lightSources: Light[];
  81731. _resyncLightSources(): void;
  81732. _resyncLighSource(light: Light): void;
  81733. _removeLightSource(light: Light): void;
  81734. /**
  81735. * If the source mesh receives shadows
  81736. */
  81737. readonly receiveShadows: boolean;
  81738. /**
  81739. * The material of the source mesh
  81740. */
  81741. readonly material: Nullable<Material>;
  81742. /**
  81743. * Visibility of the source mesh
  81744. */
  81745. readonly visibility: number;
  81746. /**
  81747. * Skeleton of the source mesh
  81748. */
  81749. readonly skeleton: Nullable<Skeleton>;
  81750. /**
  81751. * Rendering ground id of the source mesh
  81752. */
  81753. renderingGroupId: number;
  81754. /**
  81755. * Returns the total number of vertices (integer).
  81756. */
  81757. getTotalVertices(): number;
  81758. /**
  81759. * Returns a positive integer : the total number of indices in this mesh geometry.
  81760. * @returns the numner of indices or zero if the mesh has no geometry.
  81761. */
  81762. getTotalIndices(): number;
  81763. /**
  81764. * The source mesh of the instance
  81765. */
  81766. readonly sourceMesh: Mesh;
  81767. /**
  81768. * Is this node ready to be used/rendered
  81769. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  81770. * @return {boolean} is it ready
  81771. */
  81772. isReady(completeCheck?: boolean): boolean;
  81773. /**
  81774. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  81775. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  81776. * @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.
  81777. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  81778. */
  81779. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  81780. /**
  81781. * Sets the vertex data of the mesh geometry for the requested `kind`.
  81782. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  81783. * The `data` are either a numeric array either a Float32Array.
  81784. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  81785. * 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).
  81786. * Note that a new underlying VertexBuffer object is created each call.
  81787. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  81788. *
  81789. * Possible `kind` values :
  81790. * - VertexBuffer.PositionKind
  81791. * - VertexBuffer.UVKind
  81792. * - VertexBuffer.UV2Kind
  81793. * - VertexBuffer.UV3Kind
  81794. * - VertexBuffer.UV4Kind
  81795. * - VertexBuffer.UV5Kind
  81796. * - VertexBuffer.UV6Kind
  81797. * - VertexBuffer.ColorKind
  81798. * - VertexBuffer.MatricesIndicesKind
  81799. * - VertexBuffer.MatricesIndicesExtraKind
  81800. * - VertexBuffer.MatricesWeightsKind
  81801. * - VertexBuffer.MatricesWeightsExtraKind
  81802. *
  81803. * Returns the Mesh.
  81804. */
  81805. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  81806. /**
  81807. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  81808. * If the mesh has no geometry, it is simply returned as it is.
  81809. * The `data` are either a numeric array either a Float32Array.
  81810. * No new underlying VertexBuffer object is created.
  81811. * 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.
  81812. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  81813. *
  81814. * Possible `kind` values :
  81815. * - VertexBuffer.PositionKind
  81816. * - VertexBuffer.UVKind
  81817. * - VertexBuffer.UV2Kind
  81818. * - VertexBuffer.UV3Kind
  81819. * - VertexBuffer.UV4Kind
  81820. * - VertexBuffer.UV5Kind
  81821. * - VertexBuffer.UV6Kind
  81822. * - VertexBuffer.ColorKind
  81823. * - VertexBuffer.MatricesIndicesKind
  81824. * - VertexBuffer.MatricesIndicesExtraKind
  81825. * - VertexBuffer.MatricesWeightsKind
  81826. * - VertexBuffer.MatricesWeightsExtraKind
  81827. *
  81828. * Returns the Mesh.
  81829. */
  81830. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  81831. /**
  81832. * Sets the mesh indices.
  81833. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  81834. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  81835. * This method creates a new index buffer each call.
  81836. * Returns the Mesh.
  81837. */
  81838. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  81839. /**
  81840. * Boolean : True if the mesh owns the requested kind of data.
  81841. */
  81842. isVerticesDataPresent(kind: string): boolean;
  81843. /**
  81844. * Returns an array of indices (IndicesArray).
  81845. */
  81846. getIndices(): Nullable<IndicesArray>;
  81847. readonly _positions: Nullable<Vector3[]>;
  81848. /**
  81849. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  81850. * This means the mesh underlying bounding box and sphere are recomputed.
  81851. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  81852. * @returns the current mesh
  81853. */
  81854. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  81855. /** @hidden */
  81856. _preActivate(): InstancedMesh;
  81857. /** @hidden */
  81858. _activate(renderId: number, intermediateRendering: boolean): boolean;
  81859. /** @hidden */
  81860. _postActivate(): void;
  81861. getWorldMatrix(): Matrix;
  81862. readonly isAnInstance: boolean;
  81863. /**
  81864. * Returns the current associated LOD AbstractMesh.
  81865. */
  81866. getLOD(camera: Camera): AbstractMesh;
  81867. /** @hidden */
  81868. _syncSubMeshes(): InstancedMesh;
  81869. /** @hidden */
  81870. _generatePointsArray(): boolean;
  81871. /**
  81872. * Creates a new InstancedMesh from the current mesh.
  81873. * - name (string) : the cloned mesh name
  81874. * - newParent (optional Node) : the optional Node to parent the clone to.
  81875. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  81876. *
  81877. * Returns the clone.
  81878. */
  81879. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  81880. /**
  81881. * Disposes the InstancedMesh.
  81882. * Returns nothing.
  81883. */
  81884. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  81885. }
  81886. }
  81887. declare module BABYLON {
  81888. /**
  81889. * Defines the options associated with the creation of a shader material.
  81890. */
  81891. export interface IShaderMaterialOptions {
  81892. /**
  81893. * Does the material work in alpha blend mode
  81894. */
  81895. needAlphaBlending: boolean;
  81896. /**
  81897. * Does the material work in alpha test mode
  81898. */
  81899. needAlphaTesting: boolean;
  81900. /**
  81901. * The list of attribute names used in the shader
  81902. */
  81903. attributes: string[];
  81904. /**
  81905. * The list of unifrom names used in the shader
  81906. */
  81907. uniforms: string[];
  81908. /**
  81909. * The list of UBO names used in the shader
  81910. */
  81911. uniformBuffers: string[];
  81912. /**
  81913. * The list of sampler names used in the shader
  81914. */
  81915. samplers: string[];
  81916. /**
  81917. * The list of defines used in the shader
  81918. */
  81919. defines: string[];
  81920. }
  81921. /**
  81922. * 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.
  81923. *
  81924. * This returned material effects how the mesh will look based on the code in the shaders.
  81925. *
  81926. * @see http://doc.babylonjs.com/how_to/shader_material
  81927. */
  81928. export class ShaderMaterial extends Material {
  81929. private _shaderPath;
  81930. private _options;
  81931. private _textures;
  81932. private _textureArrays;
  81933. private _floats;
  81934. private _ints;
  81935. private _floatsArrays;
  81936. private _colors3;
  81937. private _colors3Arrays;
  81938. private _colors4;
  81939. private _colors4Arrays;
  81940. private _vectors2;
  81941. private _vectors3;
  81942. private _vectors4;
  81943. private _matrices;
  81944. private _matrices3x3;
  81945. private _matrices2x2;
  81946. private _vectors2Arrays;
  81947. private _vectors3Arrays;
  81948. private _vectors4Arrays;
  81949. private _cachedWorldViewMatrix;
  81950. private _cachedWorldViewProjectionMatrix;
  81951. private _renderId;
  81952. /**
  81953. * Instantiate a new shader material.
  81954. * 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.
  81955. * This returned material effects how the mesh will look based on the code in the shaders.
  81956. * @see http://doc.babylonjs.com/how_to/shader_material
  81957. * @param name Define the name of the material in the scene
  81958. * @param scene Define the scene the material belongs to
  81959. * @param shaderPath Defines the route to the shader code in one of three ways:
  81960. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  81961. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  81962. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  81963. * @param options Define the options used to create the shader
  81964. */
  81965. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  81966. /**
  81967. * Gets the options used to compile the shader.
  81968. * They can be modified to trigger a new compilation
  81969. */
  81970. readonly options: IShaderMaterialOptions;
  81971. /**
  81972. * Gets the current class name of the material e.g. "ShaderMaterial"
  81973. * Mainly use in serialization.
  81974. * @returns the class name
  81975. */
  81976. getClassName(): string;
  81977. /**
  81978. * Specifies if the material will require alpha blending
  81979. * @returns a boolean specifying if alpha blending is needed
  81980. */
  81981. needAlphaBlending(): boolean;
  81982. /**
  81983. * Specifies if this material should be rendered in alpha test mode
  81984. * @returns a boolean specifying if an alpha test is needed.
  81985. */
  81986. needAlphaTesting(): boolean;
  81987. private _checkUniform;
  81988. /**
  81989. * Set a texture in the shader.
  81990. * @param name Define the name of the uniform samplers as defined in the shader
  81991. * @param texture Define the texture to bind to this sampler
  81992. * @return the material itself allowing "fluent" like uniform updates
  81993. */
  81994. setTexture(name: string, texture: Texture): ShaderMaterial;
  81995. /**
  81996. * Set a texture array in the shader.
  81997. * @param name Define the name of the uniform sampler array as defined in the shader
  81998. * @param textures Define the list of textures to bind to this sampler
  81999. * @return the material itself allowing "fluent" like uniform updates
  82000. */
  82001. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82002. /**
  82003. * Set a float in the shader.
  82004. * @param name Define the name of the uniform as defined in the shader
  82005. * @param value Define the value to give to the uniform
  82006. * @return the material itself allowing "fluent" like uniform updates
  82007. */
  82008. setFloat(name: string, value: number): ShaderMaterial;
  82009. /**
  82010. * Set a int in the shader.
  82011. * @param name Define the name of the uniform as defined in the shader
  82012. * @param value Define the value to give to the uniform
  82013. * @return the material itself allowing "fluent" like uniform updates
  82014. */
  82015. setInt(name: string, value: number): ShaderMaterial;
  82016. /**
  82017. * Set an array of floats in the shader.
  82018. * @param name Define the name of the uniform as defined in the shader
  82019. * @param value Define the value to give to the uniform
  82020. * @return the material itself allowing "fluent" like uniform updates
  82021. */
  82022. setFloats(name: string, value: number[]): ShaderMaterial;
  82023. /**
  82024. * Set a vec3 in the shader from a Color3.
  82025. * @param name Define the name of the uniform as defined in the shader
  82026. * @param value Define the value to give to the uniform
  82027. * @return the material itself allowing "fluent" like uniform updates
  82028. */
  82029. setColor3(name: string, value: Color3): ShaderMaterial;
  82030. /**
  82031. * Set a vec3 array in the shader from a Color3 array.
  82032. * @param name Define the name of the uniform as defined in the shader
  82033. * @param value Define the value to give to the uniform
  82034. * @return the material itself allowing "fluent" like uniform updates
  82035. */
  82036. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82037. /**
  82038. * Set a vec4 in the shader from a Color4.
  82039. * @param name Define the name of the uniform as defined in the shader
  82040. * @param value Define the value to give to the uniform
  82041. * @return the material itself allowing "fluent" like uniform updates
  82042. */
  82043. setColor4(name: string, value: Color4): ShaderMaterial;
  82044. /**
  82045. * Set a vec4 array in the shader from a Color4 array.
  82046. * @param name Define the name of the uniform as defined in the shader
  82047. * @param value Define the value to give to the uniform
  82048. * @return the material itself allowing "fluent" like uniform updates
  82049. */
  82050. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82051. /**
  82052. * Set a vec2 in the shader from a Vector2.
  82053. * @param name Define the name of the uniform as defined in the shader
  82054. * @param value Define the value to give to the uniform
  82055. * @return the material itself allowing "fluent" like uniform updates
  82056. */
  82057. setVector2(name: string, value: Vector2): ShaderMaterial;
  82058. /**
  82059. * Set a vec3 in the shader from a Vector3.
  82060. * @param name Define the name of the uniform as defined in the shader
  82061. * @param value Define the value to give to the uniform
  82062. * @return the material itself allowing "fluent" like uniform updates
  82063. */
  82064. setVector3(name: string, value: Vector3): ShaderMaterial;
  82065. /**
  82066. * Set a vec4 in the shader from a Vector4.
  82067. * @param name Define the name of the uniform as defined in the shader
  82068. * @param value Define the value to give to the uniform
  82069. * @return the material itself allowing "fluent" like uniform updates
  82070. */
  82071. setVector4(name: string, value: Vector4): ShaderMaterial;
  82072. /**
  82073. * Set a mat4 in the shader from a Matrix.
  82074. * @param name Define the name of the uniform as defined in the shader
  82075. * @param value Define the value to give to the uniform
  82076. * @return the material itself allowing "fluent" like uniform updates
  82077. */
  82078. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82079. /**
  82080. * Set a mat3 in the shader from a Float32Array.
  82081. * @param name Define the name of the uniform as defined in the shader
  82082. * @param value Define the value to give to the uniform
  82083. * @return the material itself allowing "fluent" like uniform updates
  82084. */
  82085. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82086. /**
  82087. * Set a mat2 in the shader from a Float32Array.
  82088. * @param name Define the name of the uniform as defined in the shader
  82089. * @param value Define the value to give to the uniform
  82090. * @return the material itself allowing "fluent" like uniform updates
  82091. */
  82092. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82093. /**
  82094. * Set a vec2 array in the shader from a number array.
  82095. * @param name Define the name of the uniform as defined in the shader
  82096. * @param value Define the value to give to the uniform
  82097. * @return the material itself allowing "fluent" like uniform updates
  82098. */
  82099. setArray2(name: string, value: number[]): ShaderMaterial;
  82100. /**
  82101. * Set a vec3 array in the shader from a number array.
  82102. * @param name Define the name of the uniform as defined in the shader
  82103. * @param value Define the value to give to the uniform
  82104. * @return the material itself allowing "fluent" like uniform updates
  82105. */
  82106. setArray3(name: string, value: number[]): ShaderMaterial;
  82107. /**
  82108. * Set a vec4 array in the shader from a number array.
  82109. * @param name Define the name of the uniform as defined in the shader
  82110. * @param value Define the value to give to the uniform
  82111. * @return the material itself allowing "fluent" like uniform updates
  82112. */
  82113. setArray4(name: string, value: number[]): ShaderMaterial;
  82114. private _checkCache;
  82115. /**
  82116. * Specifies that the submesh is ready to be used
  82117. * @param mesh defines the mesh to check
  82118. * @param subMesh defines which submesh to check
  82119. * @param useInstances specifies that instances should be used
  82120. * @returns a boolean indicating that the submesh is ready or not
  82121. */
  82122. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82123. /**
  82124. * Checks if the material is ready to render the requested mesh
  82125. * @param mesh Define the mesh to render
  82126. * @param useInstances Define whether or not the material is used with instances
  82127. * @returns true if ready, otherwise false
  82128. */
  82129. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82130. /**
  82131. * Binds the world matrix to the material
  82132. * @param world defines the world transformation matrix
  82133. */
  82134. bindOnlyWorldMatrix(world: Matrix): void;
  82135. /**
  82136. * Binds the material to the mesh
  82137. * @param world defines the world transformation matrix
  82138. * @param mesh defines the mesh to bind the material to
  82139. */
  82140. bind(world: Matrix, mesh?: Mesh): void;
  82141. /**
  82142. * Gets the active textures from the material
  82143. * @returns an array of textures
  82144. */
  82145. getActiveTextures(): BaseTexture[];
  82146. /**
  82147. * Specifies if the material uses a texture
  82148. * @param texture defines the texture to check against the material
  82149. * @returns a boolean specifying if the material uses the texture
  82150. */
  82151. hasTexture(texture: BaseTexture): boolean;
  82152. /**
  82153. * Makes a duplicate of the material, and gives it a new name
  82154. * @param name defines the new name for the duplicated material
  82155. * @returns the cloned material
  82156. */
  82157. clone(name: string): ShaderMaterial;
  82158. /**
  82159. * Disposes the material
  82160. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82161. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82162. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82163. */
  82164. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82165. /**
  82166. * Serializes this material in a JSON representation
  82167. * @returns the serialized material object
  82168. */
  82169. serialize(): any;
  82170. /**
  82171. * Creates a shader material from parsed shader material data
  82172. * @param source defines the JSON represnetation of the material
  82173. * @param scene defines the hosting scene
  82174. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82175. * @returns a new material
  82176. */
  82177. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82178. }
  82179. }
  82180. declare module BABYLON {
  82181. /** @hidden */
  82182. export var colorPixelShader: {
  82183. name: string;
  82184. shader: string;
  82185. };
  82186. }
  82187. declare module BABYLON {
  82188. /** @hidden */
  82189. export var colorVertexShader: {
  82190. name: string;
  82191. shader: string;
  82192. };
  82193. }
  82194. declare module BABYLON {
  82195. /**
  82196. * Line mesh
  82197. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82198. */
  82199. export class LinesMesh extends Mesh {
  82200. /**
  82201. * If vertex color should be applied to the mesh
  82202. */
  82203. readonly useVertexColor?: boolean | undefined;
  82204. /**
  82205. * If vertex alpha should be applied to the mesh
  82206. */
  82207. readonly useVertexAlpha?: boolean | undefined;
  82208. /**
  82209. * Color of the line (Default: White)
  82210. */
  82211. color: Color3;
  82212. /**
  82213. * Alpha of the line (Default: 1)
  82214. */
  82215. alpha: number;
  82216. /**
  82217. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82218. * This margin is expressed in world space coordinates, so its value may vary.
  82219. * Default value is 0.1
  82220. */
  82221. intersectionThreshold: number;
  82222. private _colorShader;
  82223. private color4;
  82224. /**
  82225. * Creates a new LinesMesh
  82226. * @param name defines the name
  82227. * @param scene defines the hosting scene
  82228. * @param parent defines the parent mesh if any
  82229. * @param source defines the optional source LinesMesh used to clone data from
  82230. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82231. * When false, achieved by calling a clone(), also passing False.
  82232. * This will make creation of children, recursive.
  82233. * @param useVertexColor defines if this LinesMesh supports vertex color
  82234. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82235. */
  82236. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82237. /**
  82238. * If vertex color should be applied to the mesh
  82239. */
  82240. useVertexColor?: boolean | undefined,
  82241. /**
  82242. * If vertex alpha should be applied to the mesh
  82243. */
  82244. useVertexAlpha?: boolean | undefined);
  82245. private _addClipPlaneDefine;
  82246. private _removeClipPlaneDefine;
  82247. isReady(): boolean;
  82248. /**
  82249. * Returns the string "LineMesh"
  82250. */
  82251. getClassName(): string;
  82252. /**
  82253. * @hidden
  82254. */
  82255. /**
  82256. * @hidden
  82257. */
  82258. material: Material;
  82259. /**
  82260. * @hidden
  82261. */
  82262. readonly checkCollisions: boolean;
  82263. /** @hidden */
  82264. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  82265. /** @hidden */
  82266. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  82267. /**
  82268. * Disposes of the line mesh
  82269. * @param doNotRecurse If children should be disposed
  82270. */
  82271. dispose(doNotRecurse?: boolean): void;
  82272. /**
  82273. * Returns a new LineMesh object cloned from the current one.
  82274. */
  82275. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  82276. /**
  82277. * Creates a new InstancedLinesMesh object from the mesh model.
  82278. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  82279. * @param name defines the name of the new instance
  82280. * @returns a new InstancedLinesMesh
  82281. */
  82282. createInstance(name: string): InstancedLinesMesh;
  82283. }
  82284. /**
  82285. * Creates an instance based on a source LinesMesh
  82286. */
  82287. export class InstancedLinesMesh extends InstancedMesh {
  82288. /**
  82289. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82290. * This margin is expressed in world space coordinates, so its value may vary.
  82291. * Initilized with the intersectionThreshold value of the source LinesMesh
  82292. */
  82293. intersectionThreshold: number;
  82294. constructor(name: string, source: LinesMesh);
  82295. /**
  82296. * Returns the string "InstancedLinesMesh".
  82297. */
  82298. getClassName(): string;
  82299. }
  82300. }
  82301. declare module BABYLON {
  82302. /** @hidden */
  82303. export var linePixelShader: {
  82304. name: string;
  82305. shader: string;
  82306. };
  82307. }
  82308. declare module BABYLON {
  82309. /** @hidden */
  82310. export var lineVertexShader: {
  82311. name: string;
  82312. shader: string;
  82313. };
  82314. }
  82315. declare module BABYLON {
  82316. interface AbstractMesh {
  82317. /**
  82318. * Gets the edgesRenderer associated with the mesh
  82319. */
  82320. edgesRenderer: Nullable<EdgesRenderer>;
  82321. }
  82322. interface LinesMesh {
  82323. /**
  82324. * Enables the edge rendering mode on the mesh.
  82325. * This mode makes the mesh edges visible
  82326. * @param epsilon defines the maximal distance between two angles to detect a face
  82327. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82328. * @returns the currentAbstractMesh
  82329. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82330. */
  82331. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  82332. }
  82333. interface InstancedLinesMesh {
  82334. /**
  82335. * Enables the edge rendering mode on the mesh.
  82336. * This mode makes the mesh edges visible
  82337. * @param epsilon defines the maximal distance between two angles to detect a face
  82338. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82339. * @returns the current InstancedLinesMesh
  82340. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82341. */
  82342. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  82343. }
  82344. /**
  82345. * Defines the minimum contract an Edges renderer should follow.
  82346. */
  82347. export interface IEdgesRenderer extends IDisposable {
  82348. /**
  82349. * Gets or sets a boolean indicating if the edgesRenderer is active
  82350. */
  82351. isEnabled: boolean;
  82352. /**
  82353. * Renders the edges of the attached mesh,
  82354. */
  82355. render(): void;
  82356. /**
  82357. * Checks wether or not the edges renderer is ready to render.
  82358. * @return true if ready, otherwise false.
  82359. */
  82360. isReady(): boolean;
  82361. }
  82362. /**
  82363. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  82364. */
  82365. export class EdgesRenderer implements IEdgesRenderer {
  82366. /**
  82367. * Define the size of the edges with an orthographic camera
  82368. */
  82369. edgesWidthScalerForOrthographic: number;
  82370. /**
  82371. * Define the size of the edges with a perspective camera
  82372. */
  82373. edgesWidthScalerForPerspective: number;
  82374. protected _source: AbstractMesh;
  82375. protected _linesPositions: number[];
  82376. protected _linesNormals: number[];
  82377. protected _linesIndices: number[];
  82378. protected _epsilon: number;
  82379. protected _indicesCount: number;
  82380. protected _lineShader: ShaderMaterial;
  82381. protected _ib: DataBuffer;
  82382. protected _buffers: {
  82383. [key: string]: Nullable<VertexBuffer>;
  82384. };
  82385. protected _checkVerticesInsteadOfIndices: boolean;
  82386. private _meshRebuildObserver;
  82387. private _meshDisposeObserver;
  82388. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  82389. isEnabled: boolean;
  82390. /**
  82391. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  82392. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  82393. * @param source Mesh used to create edges
  82394. * @param epsilon sum of angles in adjacency to check for edge
  82395. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  82396. * @param generateEdgesLines - should generate Lines or only prepare resources.
  82397. */
  82398. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  82399. protected _prepareRessources(): void;
  82400. /** @hidden */
  82401. _rebuild(): void;
  82402. /**
  82403. * Releases the required resources for the edges renderer
  82404. */
  82405. dispose(): void;
  82406. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  82407. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  82408. /**
  82409. * Checks if the pair of p0 and p1 is en edge
  82410. * @param faceIndex
  82411. * @param edge
  82412. * @param faceNormals
  82413. * @param p0
  82414. * @param p1
  82415. * @private
  82416. */
  82417. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  82418. /**
  82419. * push line into the position, normal and index buffer
  82420. * @protected
  82421. */
  82422. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  82423. /**
  82424. * Generates lines edges from adjacencjes
  82425. * @private
  82426. */
  82427. _generateEdgesLines(): void;
  82428. /**
  82429. * Checks wether or not the edges renderer is ready to render.
  82430. * @return true if ready, otherwise false.
  82431. */
  82432. isReady(): boolean;
  82433. /**
  82434. * Renders the edges of the attached mesh,
  82435. */
  82436. render(): void;
  82437. }
  82438. /**
  82439. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  82440. */
  82441. export class LineEdgesRenderer extends EdgesRenderer {
  82442. /**
  82443. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  82444. * @param source LineMesh used to generate edges
  82445. * @param epsilon not important (specified angle for edge detection)
  82446. * @param checkVerticesInsteadOfIndices not important for LineMesh
  82447. */
  82448. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  82449. /**
  82450. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  82451. */
  82452. _generateEdgesLines(): void;
  82453. }
  82454. }
  82455. declare module BABYLON {
  82456. /**
  82457. * This represents the object necessary to create a rendering group.
  82458. * This is exclusively used and created by the rendering manager.
  82459. * To modify the behavior, you use the available helpers in your scene or meshes.
  82460. * @hidden
  82461. */
  82462. export class RenderingGroup {
  82463. index: number;
  82464. private static _zeroVector;
  82465. private _scene;
  82466. private _opaqueSubMeshes;
  82467. private _transparentSubMeshes;
  82468. private _alphaTestSubMeshes;
  82469. private _depthOnlySubMeshes;
  82470. private _particleSystems;
  82471. private _spriteManagers;
  82472. private _opaqueSortCompareFn;
  82473. private _alphaTestSortCompareFn;
  82474. private _transparentSortCompareFn;
  82475. private _renderOpaque;
  82476. private _renderAlphaTest;
  82477. private _renderTransparent;
  82478. /** @hidden */
  82479. _edgesRenderers: SmartArray<IEdgesRenderer>;
  82480. onBeforeTransparentRendering: () => void;
  82481. /**
  82482. * Set the opaque sort comparison function.
  82483. * If null the sub meshes will be render in the order they were created
  82484. */
  82485. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82486. /**
  82487. * Set the alpha test sort comparison function.
  82488. * If null the sub meshes will be render in the order they were created
  82489. */
  82490. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82491. /**
  82492. * Set the transparent sort comparison function.
  82493. * If null the sub meshes will be render in the order they were created
  82494. */
  82495. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82496. /**
  82497. * Creates a new rendering group.
  82498. * @param index The rendering group index
  82499. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  82500. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  82501. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  82502. */
  82503. 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>);
  82504. /**
  82505. * Render all the sub meshes contained in the group.
  82506. * @param customRenderFunction Used to override the default render behaviour of the group.
  82507. * @returns true if rendered some submeshes.
  82508. */
  82509. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  82510. /**
  82511. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  82512. * @param subMeshes The submeshes to render
  82513. */
  82514. private renderOpaqueSorted;
  82515. /**
  82516. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  82517. * @param subMeshes The submeshes to render
  82518. */
  82519. private renderAlphaTestSorted;
  82520. /**
  82521. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  82522. * @param subMeshes The submeshes to render
  82523. */
  82524. private renderTransparentSorted;
  82525. /**
  82526. * Renders the submeshes in a specified order.
  82527. * @param subMeshes The submeshes to sort before render
  82528. * @param sortCompareFn The comparison function use to sort
  82529. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  82530. * @param transparent Specifies to activate blending if true
  82531. */
  82532. private static renderSorted;
  82533. /**
  82534. * Renders the submeshes in the order they were dispatched (no sort applied).
  82535. * @param subMeshes The submeshes to render
  82536. */
  82537. private static renderUnsorted;
  82538. /**
  82539. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82540. * are rendered back to front if in the same alpha index.
  82541. *
  82542. * @param a The first submesh
  82543. * @param b The second submesh
  82544. * @returns The result of the comparison
  82545. */
  82546. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  82547. /**
  82548. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82549. * are rendered back to front.
  82550. *
  82551. * @param a The first submesh
  82552. * @param b The second submesh
  82553. * @returns The result of the comparison
  82554. */
  82555. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  82556. /**
  82557. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82558. * are rendered front to back (prevent overdraw).
  82559. *
  82560. * @param a The first submesh
  82561. * @param b The second submesh
  82562. * @returns The result of the comparison
  82563. */
  82564. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  82565. /**
  82566. * Resets the different lists of submeshes to prepare a new frame.
  82567. */
  82568. prepare(): void;
  82569. dispose(): void;
  82570. /**
  82571. * Inserts the submesh in its correct queue depending on its material.
  82572. * @param subMesh The submesh to dispatch
  82573. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  82574. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  82575. */
  82576. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  82577. dispatchSprites(spriteManager: ISpriteManager): void;
  82578. dispatchParticles(particleSystem: IParticleSystem): void;
  82579. private _renderParticles;
  82580. private _renderSprites;
  82581. }
  82582. }
  82583. declare module BABYLON {
  82584. /**
  82585. * Interface describing the different options available in the rendering manager
  82586. * regarding Auto Clear between groups.
  82587. */
  82588. export interface IRenderingManagerAutoClearSetup {
  82589. /**
  82590. * Defines whether or not autoclear is enable.
  82591. */
  82592. autoClear: boolean;
  82593. /**
  82594. * Defines whether or not to autoclear the depth buffer.
  82595. */
  82596. depth: boolean;
  82597. /**
  82598. * Defines whether or not to autoclear the stencil buffer.
  82599. */
  82600. stencil: boolean;
  82601. }
  82602. /**
  82603. * This class is used by the onRenderingGroupObservable
  82604. */
  82605. export class RenderingGroupInfo {
  82606. /**
  82607. * The Scene that being rendered
  82608. */
  82609. scene: Scene;
  82610. /**
  82611. * The camera currently used for the rendering pass
  82612. */
  82613. camera: Nullable<Camera>;
  82614. /**
  82615. * The ID of the renderingGroup being processed
  82616. */
  82617. renderingGroupId: number;
  82618. }
  82619. /**
  82620. * This is the manager responsible of all the rendering for meshes sprites and particles.
  82621. * It is enable to manage the different groups as well as the different necessary sort functions.
  82622. * This should not be used directly aside of the few static configurations
  82623. */
  82624. export class RenderingManager {
  82625. /**
  82626. * The max id used for rendering groups (not included)
  82627. */
  82628. static MAX_RENDERINGGROUPS: number;
  82629. /**
  82630. * The min id used for rendering groups (included)
  82631. */
  82632. static MIN_RENDERINGGROUPS: number;
  82633. /**
  82634. * Used to globally prevent autoclearing scenes.
  82635. */
  82636. static AUTOCLEAR: boolean;
  82637. /**
  82638. * @hidden
  82639. */
  82640. _useSceneAutoClearSetup: boolean;
  82641. private _scene;
  82642. private _renderingGroups;
  82643. private _depthStencilBufferAlreadyCleaned;
  82644. private _autoClearDepthStencil;
  82645. private _customOpaqueSortCompareFn;
  82646. private _customAlphaTestSortCompareFn;
  82647. private _customTransparentSortCompareFn;
  82648. private _renderingGroupInfo;
  82649. /**
  82650. * Instantiates a new rendering group for a particular scene
  82651. * @param scene Defines the scene the groups belongs to
  82652. */
  82653. constructor(scene: Scene);
  82654. private _clearDepthStencilBuffer;
  82655. /**
  82656. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  82657. * @hidden
  82658. */
  82659. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  82660. /**
  82661. * Resets the different information of the group to prepare a new frame
  82662. * @hidden
  82663. */
  82664. reset(): void;
  82665. /**
  82666. * Dispose and release the group and its associated resources.
  82667. * @hidden
  82668. */
  82669. dispose(): void;
  82670. /**
  82671. * Clear the info related to rendering groups preventing retention points during dispose.
  82672. */
  82673. freeRenderingGroups(): void;
  82674. private _prepareRenderingGroup;
  82675. /**
  82676. * Add a sprite manager to the rendering manager in order to render it this frame.
  82677. * @param spriteManager Define the sprite manager to render
  82678. */
  82679. dispatchSprites(spriteManager: ISpriteManager): void;
  82680. /**
  82681. * Add a particle system to the rendering manager in order to render it this frame.
  82682. * @param particleSystem Define the particle system to render
  82683. */
  82684. dispatchParticles(particleSystem: IParticleSystem): void;
  82685. /**
  82686. * Add a submesh to the manager in order to render it this frame
  82687. * @param subMesh The submesh to dispatch
  82688. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  82689. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  82690. */
  82691. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  82692. /**
  82693. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  82694. * This allowed control for front to back rendering or reversly depending of the special needs.
  82695. *
  82696. * @param renderingGroupId The rendering group id corresponding to its index
  82697. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  82698. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  82699. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  82700. */
  82701. 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;
  82702. /**
  82703. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  82704. *
  82705. * @param renderingGroupId The rendering group id corresponding to its index
  82706. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  82707. * @param depth Automatically clears depth between groups if true and autoClear is true.
  82708. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  82709. */
  82710. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  82711. /**
  82712. * Gets the current auto clear configuration for one rendering group of the rendering
  82713. * manager.
  82714. * @param index the rendering group index to get the information for
  82715. * @returns The auto clear setup for the requested rendering group
  82716. */
  82717. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  82718. }
  82719. }
  82720. declare module BABYLON {
  82721. /**
  82722. * This Helps creating a texture that will be created from a camera in your scene.
  82723. * It is basically a dynamic texture that could be used to create special effects for instance.
  82724. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  82725. */
  82726. export class RenderTargetTexture extends Texture {
  82727. isCube: boolean;
  82728. /**
  82729. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  82730. */
  82731. static readonly REFRESHRATE_RENDER_ONCE: number;
  82732. /**
  82733. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  82734. */
  82735. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  82736. /**
  82737. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  82738. * the central point of your effect and can save a lot of performances.
  82739. */
  82740. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  82741. /**
  82742. * Use this predicate to dynamically define the list of mesh you want to render.
  82743. * If set, the renderList property will be overwritten.
  82744. */
  82745. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  82746. private _renderList;
  82747. /**
  82748. * Use this list to define the list of mesh you want to render.
  82749. */
  82750. renderList: Nullable<Array<AbstractMesh>>;
  82751. private _hookArray;
  82752. /**
  82753. * Define if particles should be rendered in your texture.
  82754. */
  82755. renderParticles: boolean;
  82756. /**
  82757. * Define if sprites should be rendered in your texture.
  82758. */
  82759. renderSprites: boolean;
  82760. /**
  82761. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  82762. */
  82763. coordinatesMode: number;
  82764. /**
  82765. * Define the camera used to render the texture.
  82766. */
  82767. activeCamera: Nullable<Camera>;
  82768. /**
  82769. * Override the render function of the texture with your own one.
  82770. */
  82771. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  82772. /**
  82773. * Define if camera post processes should be use while rendering the texture.
  82774. */
  82775. useCameraPostProcesses: boolean;
  82776. /**
  82777. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  82778. */
  82779. ignoreCameraViewport: boolean;
  82780. private _postProcessManager;
  82781. private _postProcesses;
  82782. private _resizeObserver;
  82783. /**
  82784. * An event triggered when the texture is unbind.
  82785. */
  82786. onBeforeBindObservable: Observable<RenderTargetTexture>;
  82787. /**
  82788. * An event triggered when the texture is unbind.
  82789. */
  82790. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  82791. private _onAfterUnbindObserver;
  82792. /**
  82793. * Set a after unbind callback in the texture.
  82794. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  82795. */
  82796. onAfterUnbind: () => void;
  82797. /**
  82798. * An event triggered before rendering the texture
  82799. */
  82800. onBeforeRenderObservable: Observable<number>;
  82801. private _onBeforeRenderObserver;
  82802. /**
  82803. * Set a before render callback in the texture.
  82804. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  82805. */
  82806. onBeforeRender: (faceIndex: number) => void;
  82807. /**
  82808. * An event triggered after rendering the texture
  82809. */
  82810. onAfterRenderObservable: Observable<number>;
  82811. private _onAfterRenderObserver;
  82812. /**
  82813. * Set a after render callback in the texture.
  82814. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  82815. */
  82816. onAfterRender: (faceIndex: number) => void;
  82817. /**
  82818. * An event triggered after the texture clear
  82819. */
  82820. onClearObservable: Observable<Engine>;
  82821. private _onClearObserver;
  82822. /**
  82823. * Set a clear callback in the texture.
  82824. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  82825. */
  82826. onClear: (Engine: Engine) => void;
  82827. /**
  82828. * Define the clear color of the Render Target if it should be different from the scene.
  82829. */
  82830. clearColor: Color4;
  82831. protected _size: number | {
  82832. width: number;
  82833. height: number;
  82834. };
  82835. protected _initialSizeParameter: number | {
  82836. width: number;
  82837. height: number;
  82838. } | {
  82839. ratio: number;
  82840. };
  82841. protected _sizeRatio: Nullable<number>;
  82842. /** @hidden */
  82843. _generateMipMaps: boolean;
  82844. protected _renderingManager: RenderingManager;
  82845. /** @hidden */
  82846. _waitingRenderList: string[];
  82847. protected _doNotChangeAspectRatio: boolean;
  82848. protected _currentRefreshId: number;
  82849. protected _refreshRate: number;
  82850. protected _textureMatrix: Matrix;
  82851. protected _samples: number;
  82852. protected _renderTargetOptions: RenderTargetCreationOptions;
  82853. /**
  82854. * Gets render target creation options that were used.
  82855. */
  82856. readonly renderTargetOptions: RenderTargetCreationOptions;
  82857. protected _engine: Engine;
  82858. protected _onRatioRescale(): void;
  82859. /**
  82860. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  82861. * It must define where the camera used to render the texture is set
  82862. */
  82863. boundingBoxPosition: Vector3;
  82864. private _boundingBoxSize;
  82865. /**
  82866. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  82867. * When defined, the cubemap will switch to local mode
  82868. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  82869. * @example https://www.babylonjs-playground.com/#RNASML
  82870. */
  82871. boundingBoxSize: Vector3;
  82872. /**
  82873. * In case the RTT has been created with a depth texture, get the associated
  82874. * depth texture.
  82875. * Otherwise, return null.
  82876. */
  82877. depthStencilTexture: Nullable<InternalTexture>;
  82878. /**
  82879. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  82880. * or used a shadow, depth texture...
  82881. * @param name The friendly name of the texture
  82882. * @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)
  82883. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  82884. * @param generateMipMaps True if mip maps need to be generated after render.
  82885. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  82886. * @param type The type of the buffer in the RTT (int, half float, float...)
  82887. * @param isCube True if a cube texture needs to be created
  82888. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  82889. * @param generateDepthBuffer True to generate a depth buffer
  82890. * @param generateStencilBuffer True to generate a stencil buffer
  82891. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  82892. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  82893. * @param delayAllocation if the texture allocation should be delayed (default: false)
  82894. */
  82895. constructor(name: string, size: number | {
  82896. width: number;
  82897. height: number;
  82898. } | {
  82899. ratio: number;
  82900. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  82901. /**
  82902. * Creates a depth stencil texture.
  82903. * This is only available in WebGL 2 or with the depth texture extension available.
  82904. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  82905. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  82906. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  82907. */
  82908. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  82909. private _processSizeParameter;
  82910. /**
  82911. * Define the number of samples to use in case of MSAA.
  82912. * It defaults to one meaning no MSAA has been enabled.
  82913. */
  82914. samples: number;
  82915. /**
  82916. * Resets the refresh counter of the texture and start bak from scratch.
  82917. * Could be useful to regenerate the texture if it is setup to render only once.
  82918. */
  82919. resetRefreshCounter(): void;
  82920. /**
  82921. * Define the refresh rate of the texture or the rendering frequency.
  82922. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  82923. */
  82924. refreshRate: number;
  82925. /**
  82926. * Adds a post process to the render target rendering passes.
  82927. * @param postProcess define the post process to add
  82928. */
  82929. addPostProcess(postProcess: PostProcess): void;
  82930. /**
  82931. * Clear all the post processes attached to the render target
  82932. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  82933. */
  82934. clearPostProcesses(dispose?: boolean): void;
  82935. /**
  82936. * Remove one of the post process from the list of attached post processes to the texture
  82937. * @param postProcess define the post process to remove from the list
  82938. */
  82939. removePostProcess(postProcess: PostProcess): void;
  82940. /** @hidden */
  82941. _shouldRender(): boolean;
  82942. /**
  82943. * Gets the actual render size of the texture.
  82944. * @returns the width of the render size
  82945. */
  82946. getRenderSize(): number;
  82947. /**
  82948. * Gets the actual render width of the texture.
  82949. * @returns the width of the render size
  82950. */
  82951. getRenderWidth(): number;
  82952. /**
  82953. * Gets the actual render height of the texture.
  82954. * @returns the height of the render size
  82955. */
  82956. getRenderHeight(): number;
  82957. /**
  82958. * Get if the texture can be rescaled or not.
  82959. */
  82960. readonly canRescale: boolean;
  82961. /**
  82962. * Resize the texture using a ratio.
  82963. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  82964. */
  82965. scale(ratio: number): void;
  82966. /**
  82967. * Get the texture reflection matrix used to rotate/transform the reflection.
  82968. * @returns the reflection matrix
  82969. */
  82970. getReflectionTextureMatrix(): Matrix;
  82971. /**
  82972. * Resize the texture to a new desired size.
  82973. * Be carrefull as it will recreate all the data in the new texture.
  82974. * @param size Define the new size. It can be:
  82975. * - a number for squared texture,
  82976. * - an object containing { width: number, height: number }
  82977. * - or an object containing a ratio { ratio: number }
  82978. */
  82979. resize(size: number | {
  82980. width: number;
  82981. height: number;
  82982. } | {
  82983. ratio: number;
  82984. }): void;
  82985. /**
  82986. * Renders all the objects from the render list into the texture.
  82987. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  82988. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  82989. */
  82990. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  82991. private _bestReflectionRenderTargetDimension;
  82992. /**
  82993. * @hidden
  82994. * @param faceIndex face index to bind to if this is a cubetexture
  82995. */
  82996. _bindFrameBuffer(faceIndex?: number): void;
  82997. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  82998. private renderToTarget;
  82999. /**
  83000. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83001. * This allowed control for front to back rendering or reversly depending of the special needs.
  83002. *
  83003. * @param renderingGroupId The rendering group id corresponding to its index
  83004. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83005. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83006. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83007. */
  83008. 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;
  83009. /**
  83010. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83011. *
  83012. * @param renderingGroupId The rendering group id corresponding to its index
  83013. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83014. */
  83015. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83016. /**
  83017. * Clones the texture.
  83018. * @returns the cloned texture
  83019. */
  83020. clone(): RenderTargetTexture;
  83021. /**
  83022. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83023. * @returns The JSON representation of the texture
  83024. */
  83025. serialize(): any;
  83026. /**
  83027. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83028. */
  83029. disposeFramebufferObjects(): void;
  83030. /**
  83031. * Dispose the texture and release its associated resources.
  83032. */
  83033. dispose(): void;
  83034. /** @hidden */
  83035. _rebuild(): void;
  83036. /**
  83037. * Clear the info related to rendering groups preventing retention point in material dispose.
  83038. */
  83039. freeRenderingGroups(): void;
  83040. /**
  83041. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83042. * @returns the view count
  83043. */
  83044. getViewCount(): number;
  83045. }
  83046. }
  83047. declare module BABYLON {
  83048. /**
  83049. * Base class for the main features of a material in Babylon.js
  83050. */
  83051. export class Material implements IAnimatable {
  83052. /**
  83053. * Returns the triangle fill mode
  83054. */
  83055. static readonly TriangleFillMode: number;
  83056. /**
  83057. * Returns the wireframe mode
  83058. */
  83059. static readonly WireFrameFillMode: number;
  83060. /**
  83061. * Returns the point fill mode
  83062. */
  83063. static readonly PointFillMode: number;
  83064. /**
  83065. * Returns the point list draw mode
  83066. */
  83067. static readonly PointListDrawMode: number;
  83068. /**
  83069. * Returns the line list draw mode
  83070. */
  83071. static readonly LineListDrawMode: number;
  83072. /**
  83073. * Returns the line loop draw mode
  83074. */
  83075. static readonly LineLoopDrawMode: number;
  83076. /**
  83077. * Returns the line strip draw mode
  83078. */
  83079. static readonly LineStripDrawMode: number;
  83080. /**
  83081. * Returns the triangle strip draw mode
  83082. */
  83083. static readonly TriangleStripDrawMode: number;
  83084. /**
  83085. * Returns the triangle fan draw mode
  83086. */
  83087. static readonly TriangleFanDrawMode: number;
  83088. /**
  83089. * Stores the clock-wise side orientation
  83090. */
  83091. static readonly ClockWiseSideOrientation: number;
  83092. /**
  83093. * Stores the counter clock-wise side orientation
  83094. */
  83095. static readonly CounterClockWiseSideOrientation: number;
  83096. /**
  83097. * The dirty texture flag value
  83098. */
  83099. static readonly TextureDirtyFlag: number;
  83100. /**
  83101. * The dirty light flag value
  83102. */
  83103. static readonly LightDirtyFlag: number;
  83104. /**
  83105. * The dirty fresnel flag value
  83106. */
  83107. static readonly FresnelDirtyFlag: number;
  83108. /**
  83109. * The dirty attribute flag value
  83110. */
  83111. static readonly AttributesDirtyFlag: number;
  83112. /**
  83113. * The dirty misc flag value
  83114. */
  83115. static readonly MiscDirtyFlag: number;
  83116. /**
  83117. * The all dirty flag value
  83118. */
  83119. static readonly AllDirtyFlag: number;
  83120. /**
  83121. * The ID of the material
  83122. */
  83123. id: string;
  83124. /**
  83125. * Gets or sets the unique id of the material
  83126. */
  83127. uniqueId: number;
  83128. /**
  83129. * The name of the material
  83130. */
  83131. name: string;
  83132. /**
  83133. * Gets or sets user defined metadata
  83134. */
  83135. metadata: any;
  83136. /**
  83137. * For internal use only. Please do not use.
  83138. */
  83139. reservedDataStore: any;
  83140. /**
  83141. * Specifies if the ready state should be checked on each call
  83142. */
  83143. checkReadyOnEveryCall: boolean;
  83144. /**
  83145. * Specifies if the ready state should be checked once
  83146. */
  83147. checkReadyOnlyOnce: boolean;
  83148. /**
  83149. * The state of the material
  83150. */
  83151. state: string;
  83152. /**
  83153. * The alpha value of the material
  83154. */
  83155. protected _alpha: number;
  83156. /**
  83157. * List of inspectable custom properties (used by the Inspector)
  83158. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83159. */
  83160. inspectableCustomProperties: IInspectable[];
  83161. /**
  83162. * Sets the alpha value of the material
  83163. */
  83164. /**
  83165. * Gets the alpha value of the material
  83166. */
  83167. alpha: number;
  83168. /**
  83169. * Specifies if back face culling is enabled
  83170. */
  83171. protected _backFaceCulling: boolean;
  83172. /**
  83173. * Sets the back-face culling state
  83174. */
  83175. /**
  83176. * Gets the back-face culling state
  83177. */
  83178. backFaceCulling: boolean;
  83179. /**
  83180. * Stores the value for side orientation
  83181. */
  83182. sideOrientation: number;
  83183. /**
  83184. * Callback triggered when the material is compiled
  83185. */
  83186. onCompiled: Nullable<(effect: Effect) => void>;
  83187. /**
  83188. * Callback triggered when an error occurs
  83189. */
  83190. onError: Nullable<(effect: Effect, errors: string) => void>;
  83191. /**
  83192. * Callback triggered to get the render target textures
  83193. */
  83194. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83195. /**
  83196. * Gets a boolean indicating that current material needs to register RTT
  83197. */
  83198. readonly hasRenderTargetTextures: boolean;
  83199. /**
  83200. * Specifies if the material should be serialized
  83201. */
  83202. doNotSerialize: boolean;
  83203. /**
  83204. * @hidden
  83205. */
  83206. _storeEffectOnSubMeshes: boolean;
  83207. /**
  83208. * Stores the animations for the material
  83209. */
  83210. animations: Nullable<Array<Animation>>;
  83211. /**
  83212. * An event triggered when the material is disposed
  83213. */
  83214. onDisposeObservable: Observable<Material>;
  83215. /**
  83216. * An observer which watches for dispose events
  83217. */
  83218. private _onDisposeObserver;
  83219. private _onUnBindObservable;
  83220. /**
  83221. * Called during a dispose event
  83222. */
  83223. onDispose: () => void;
  83224. private _onBindObservable;
  83225. /**
  83226. * An event triggered when the material is bound
  83227. */
  83228. readonly onBindObservable: Observable<AbstractMesh>;
  83229. /**
  83230. * An observer which watches for bind events
  83231. */
  83232. private _onBindObserver;
  83233. /**
  83234. * Called during a bind event
  83235. */
  83236. onBind: (Mesh: AbstractMesh) => void;
  83237. /**
  83238. * An event triggered when the material is unbound
  83239. */
  83240. readonly onUnBindObservable: Observable<Material>;
  83241. /**
  83242. * Stores the value of the alpha mode
  83243. */
  83244. private _alphaMode;
  83245. /**
  83246. * Sets the value of the alpha mode.
  83247. *
  83248. * | Value | Type | Description |
  83249. * | --- | --- | --- |
  83250. * | 0 | ALPHA_DISABLE | |
  83251. * | 1 | ALPHA_ADD | |
  83252. * | 2 | ALPHA_COMBINE | |
  83253. * | 3 | ALPHA_SUBTRACT | |
  83254. * | 4 | ALPHA_MULTIPLY | |
  83255. * | 5 | ALPHA_MAXIMIZED | |
  83256. * | 6 | ALPHA_ONEONE | |
  83257. * | 7 | ALPHA_PREMULTIPLIED | |
  83258. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  83259. * | 9 | ALPHA_INTERPOLATE | |
  83260. * | 10 | ALPHA_SCREENMODE | |
  83261. *
  83262. */
  83263. /**
  83264. * Gets the value of the alpha mode
  83265. */
  83266. alphaMode: number;
  83267. /**
  83268. * Stores the state of the need depth pre-pass value
  83269. */
  83270. private _needDepthPrePass;
  83271. /**
  83272. * Sets the need depth pre-pass value
  83273. */
  83274. /**
  83275. * Gets the depth pre-pass value
  83276. */
  83277. needDepthPrePass: boolean;
  83278. /**
  83279. * Specifies if depth writing should be disabled
  83280. */
  83281. disableDepthWrite: boolean;
  83282. /**
  83283. * Specifies if depth writing should be forced
  83284. */
  83285. forceDepthWrite: boolean;
  83286. /**
  83287. * Specifies if there should be a separate pass for culling
  83288. */
  83289. separateCullingPass: boolean;
  83290. /**
  83291. * Stores the state specifing if fog should be enabled
  83292. */
  83293. private _fogEnabled;
  83294. /**
  83295. * Sets the state for enabling fog
  83296. */
  83297. /**
  83298. * Gets the value of the fog enabled state
  83299. */
  83300. fogEnabled: boolean;
  83301. /**
  83302. * Stores the size of points
  83303. */
  83304. pointSize: number;
  83305. /**
  83306. * Stores the z offset value
  83307. */
  83308. zOffset: number;
  83309. /**
  83310. * Gets a value specifying if wireframe mode is enabled
  83311. */
  83312. /**
  83313. * Sets the state of wireframe mode
  83314. */
  83315. wireframe: boolean;
  83316. /**
  83317. * Gets the value specifying if point clouds are enabled
  83318. */
  83319. /**
  83320. * Sets the state of point cloud mode
  83321. */
  83322. pointsCloud: boolean;
  83323. /**
  83324. * Gets the material fill mode
  83325. */
  83326. /**
  83327. * Sets the material fill mode
  83328. */
  83329. fillMode: number;
  83330. /**
  83331. * @hidden
  83332. * Stores the effects for the material
  83333. */
  83334. _effect: Nullable<Effect>;
  83335. /**
  83336. * @hidden
  83337. * Specifies if the material was previously ready
  83338. */
  83339. _wasPreviouslyReady: boolean;
  83340. /**
  83341. * Specifies if uniform buffers should be used
  83342. */
  83343. private _useUBO;
  83344. /**
  83345. * Stores a reference to the scene
  83346. */
  83347. private _scene;
  83348. /**
  83349. * Stores the fill mode state
  83350. */
  83351. private _fillMode;
  83352. /**
  83353. * Specifies if the depth write state should be cached
  83354. */
  83355. private _cachedDepthWriteState;
  83356. /**
  83357. * Stores the uniform buffer
  83358. */
  83359. protected _uniformBuffer: UniformBuffer;
  83360. /** @hidden */
  83361. _indexInSceneMaterialArray: number;
  83362. /** @hidden */
  83363. meshMap: Nullable<{
  83364. [id: string]: AbstractMesh | undefined;
  83365. }>;
  83366. /**
  83367. * Creates a material instance
  83368. * @param name defines the name of the material
  83369. * @param scene defines the scene to reference
  83370. * @param doNotAdd specifies if the material should be added to the scene
  83371. */
  83372. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  83373. /**
  83374. * Returns a string representation of the current material
  83375. * @param fullDetails defines a boolean indicating which levels of logging is desired
  83376. * @returns a string with material information
  83377. */
  83378. toString(fullDetails?: boolean): string;
  83379. /**
  83380. * Gets the class name of the material
  83381. * @returns a string with the class name of the material
  83382. */
  83383. getClassName(): string;
  83384. /**
  83385. * Specifies if updates for the material been locked
  83386. */
  83387. readonly isFrozen: boolean;
  83388. /**
  83389. * Locks updates for the material
  83390. */
  83391. freeze(): void;
  83392. /**
  83393. * Unlocks updates for the material
  83394. */
  83395. unfreeze(): void;
  83396. /**
  83397. * Specifies if the material is ready to be used
  83398. * @param mesh defines the mesh to check
  83399. * @param useInstances specifies if instances should be used
  83400. * @returns a boolean indicating if the material is ready to be used
  83401. */
  83402. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83403. /**
  83404. * Specifies that the submesh is ready to be used
  83405. * @param mesh defines the mesh to check
  83406. * @param subMesh defines which submesh to check
  83407. * @param useInstances specifies that instances should be used
  83408. * @returns a boolean indicating that the submesh is ready or not
  83409. */
  83410. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83411. /**
  83412. * Returns the material effect
  83413. * @returns the effect associated with the material
  83414. */
  83415. getEffect(): Nullable<Effect>;
  83416. /**
  83417. * Returns the current scene
  83418. * @returns a Scene
  83419. */
  83420. getScene(): Scene;
  83421. /**
  83422. * Specifies if the material will require alpha blending
  83423. * @returns a boolean specifying if alpha blending is needed
  83424. */
  83425. needAlphaBlending(): boolean;
  83426. /**
  83427. * Specifies if the mesh will require alpha blending
  83428. * @param mesh defines the mesh to check
  83429. * @returns a boolean specifying if alpha blending is needed for the mesh
  83430. */
  83431. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  83432. /**
  83433. * Specifies if this material should be rendered in alpha test mode
  83434. * @returns a boolean specifying if an alpha test is needed.
  83435. */
  83436. needAlphaTesting(): boolean;
  83437. /**
  83438. * Gets the texture used for the alpha test
  83439. * @returns the texture to use for alpha testing
  83440. */
  83441. getAlphaTestTexture(): Nullable<BaseTexture>;
  83442. /**
  83443. * Marks the material to indicate that it needs to be re-calculated
  83444. */
  83445. markDirty(): void;
  83446. /** @hidden */
  83447. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  83448. /**
  83449. * Binds the material to the mesh
  83450. * @param world defines the world transformation matrix
  83451. * @param mesh defines the mesh to bind the material to
  83452. */
  83453. bind(world: Matrix, mesh?: Mesh): void;
  83454. /**
  83455. * Binds the submesh to the material
  83456. * @param world defines the world transformation matrix
  83457. * @param mesh defines the mesh containing the submesh
  83458. * @param subMesh defines the submesh to bind the material to
  83459. */
  83460. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  83461. /**
  83462. * Binds the world matrix to the material
  83463. * @param world defines the world transformation matrix
  83464. */
  83465. bindOnlyWorldMatrix(world: Matrix): void;
  83466. /**
  83467. * Binds the scene's uniform buffer to the effect.
  83468. * @param effect defines the effect to bind to the scene uniform buffer
  83469. * @param sceneUbo defines the uniform buffer storing scene data
  83470. */
  83471. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  83472. /**
  83473. * Binds the view matrix to the effect
  83474. * @param effect defines the effect to bind the view matrix to
  83475. */
  83476. bindView(effect: Effect): void;
  83477. /**
  83478. * Binds the view projection matrix to the effect
  83479. * @param effect defines the effect to bind the view projection matrix to
  83480. */
  83481. bindViewProjection(effect: Effect): void;
  83482. /**
  83483. * Specifies if material alpha testing should be turned on for the mesh
  83484. * @param mesh defines the mesh to check
  83485. */
  83486. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  83487. /**
  83488. * Processes to execute after binding the material to a mesh
  83489. * @param mesh defines the rendered mesh
  83490. */
  83491. protected _afterBind(mesh?: Mesh): void;
  83492. /**
  83493. * Unbinds the material from the mesh
  83494. */
  83495. unbind(): void;
  83496. /**
  83497. * Gets the active textures from the material
  83498. * @returns an array of textures
  83499. */
  83500. getActiveTextures(): BaseTexture[];
  83501. /**
  83502. * Specifies if the material uses a texture
  83503. * @param texture defines the texture to check against the material
  83504. * @returns a boolean specifying if the material uses the texture
  83505. */
  83506. hasTexture(texture: BaseTexture): boolean;
  83507. /**
  83508. * Makes a duplicate of the material, and gives it a new name
  83509. * @param name defines the new name for the duplicated material
  83510. * @returns the cloned material
  83511. */
  83512. clone(name: string): Nullable<Material>;
  83513. /**
  83514. * Gets the meshes bound to the material
  83515. * @returns an array of meshes bound to the material
  83516. */
  83517. getBindedMeshes(): AbstractMesh[];
  83518. /**
  83519. * Force shader compilation
  83520. * @param mesh defines the mesh associated with this material
  83521. * @param onCompiled defines a function to execute once the material is compiled
  83522. * @param options defines the options to configure the compilation
  83523. */
  83524. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  83525. clipPlane: boolean;
  83526. }>): void;
  83527. /**
  83528. * Force shader compilation
  83529. * @param mesh defines the mesh that will use this material
  83530. * @param options defines additional options for compiling the shaders
  83531. * @returns a promise that resolves when the compilation completes
  83532. */
  83533. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  83534. clipPlane: boolean;
  83535. }>): Promise<void>;
  83536. private static readonly _AllDirtyCallBack;
  83537. private static readonly _ImageProcessingDirtyCallBack;
  83538. private static readonly _TextureDirtyCallBack;
  83539. private static readonly _FresnelDirtyCallBack;
  83540. private static readonly _MiscDirtyCallBack;
  83541. private static readonly _LightsDirtyCallBack;
  83542. private static readonly _AttributeDirtyCallBack;
  83543. private static _FresnelAndMiscDirtyCallBack;
  83544. private static _TextureAndMiscDirtyCallBack;
  83545. private static readonly _DirtyCallbackArray;
  83546. private static readonly _RunDirtyCallBacks;
  83547. /**
  83548. * Marks a define in the material to indicate that it needs to be re-computed
  83549. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  83550. */
  83551. markAsDirty(flag: number): void;
  83552. /**
  83553. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  83554. * @param func defines a function which checks material defines against the submeshes
  83555. */
  83556. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  83557. /**
  83558. * Indicates that we need to re-calculated for all submeshes
  83559. */
  83560. protected _markAllSubMeshesAsAllDirty(): void;
  83561. /**
  83562. * Indicates that image processing needs to be re-calculated for all submeshes
  83563. */
  83564. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  83565. /**
  83566. * Indicates that textures need to be re-calculated for all submeshes
  83567. */
  83568. protected _markAllSubMeshesAsTexturesDirty(): void;
  83569. /**
  83570. * Indicates that fresnel needs to be re-calculated for all submeshes
  83571. */
  83572. protected _markAllSubMeshesAsFresnelDirty(): void;
  83573. /**
  83574. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  83575. */
  83576. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  83577. /**
  83578. * Indicates that lights need to be re-calculated for all submeshes
  83579. */
  83580. protected _markAllSubMeshesAsLightsDirty(): void;
  83581. /**
  83582. * Indicates that attributes need to be re-calculated for all submeshes
  83583. */
  83584. protected _markAllSubMeshesAsAttributesDirty(): void;
  83585. /**
  83586. * Indicates that misc needs to be re-calculated for all submeshes
  83587. */
  83588. protected _markAllSubMeshesAsMiscDirty(): void;
  83589. /**
  83590. * Indicates that textures and misc need to be re-calculated for all submeshes
  83591. */
  83592. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  83593. /**
  83594. * Disposes the material
  83595. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83596. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83597. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83598. */
  83599. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83600. /** @hidden */
  83601. private releaseVertexArrayObject;
  83602. /**
  83603. * Serializes this material
  83604. * @returns the serialized material object
  83605. */
  83606. serialize(): any;
  83607. /**
  83608. * Creates a material from parsed material data
  83609. * @param parsedMaterial defines parsed material data
  83610. * @param scene defines the hosting scene
  83611. * @param rootUrl defines the root URL to use to load textures
  83612. * @returns a new material
  83613. */
  83614. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  83615. }
  83616. }
  83617. declare module BABYLON {
  83618. /**
  83619. * A multi-material is used to apply different materials to different parts of the same object without the need of
  83620. * separate meshes. This can be use to improve performances.
  83621. * @see http://doc.babylonjs.com/how_to/multi_materials
  83622. */
  83623. export class MultiMaterial extends Material {
  83624. private _subMaterials;
  83625. /**
  83626. * Gets or Sets the list of Materials used within the multi material.
  83627. * They need to be ordered according to the submeshes order in the associated mesh
  83628. */
  83629. subMaterials: Nullable<Material>[];
  83630. /**
  83631. * Function used to align with Node.getChildren()
  83632. * @returns the list of Materials used within the multi material
  83633. */
  83634. getChildren(): Nullable<Material>[];
  83635. /**
  83636. * Instantiates a new Multi Material
  83637. * A multi-material is used to apply different materials to different parts of the same object without the need of
  83638. * separate meshes. This can be use to improve performances.
  83639. * @see http://doc.babylonjs.com/how_to/multi_materials
  83640. * @param name Define the name in the scene
  83641. * @param scene Define the scene the material belongs to
  83642. */
  83643. constructor(name: string, scene: Scene);
  83644. private _hookArray;
  83645. /**
  83646. * Get one of the submaterial by its index in the submaterials array
  83647. * @param index The index to look the sub material at
  83648. * @returns The Material if the index has been defined
  83649. */
  83650. getSubMaterial(index: number): Nullable<Material>;
  83651. /**
  83652. * Get the list of active textures for the whole sub materials list.
  83653. * @returns All the textures that will be used during the rendering
  83654. */
  83655. getActiveTextures(): BaseTexture[];
  83656. /**
  83657. * Gets the current class name of the material e.g. "MultiMaterial"
  83658. * Mainly use in serialization.
  83659. * @returns the class name
  83660. */
  83661. getClassName(): string;
  83662. /**
  83663. * Checks if the material is ready to render the requested sub mesh
  83664. * @param mesh Define the mesh the submesh belongs to
  83665. * @param subMesh Define the sub mesh to look readyness for
  83666. * @param useInstances Define whether or not the material is used with instances
  83667. * @returns true if ready, otherwise false
  83668. */
  83669. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83670. /**
  83671. * Clones the current material and its related sub materials
  83672. * @param name Define the name of the newly cloned material
  83673. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  83674. * @returns the cloned material
  83675. */
  83676. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  83677. /**
  83678. * Serializes the materials into a JSON representation.
  83679. * @returns the JSON representation
  83680. */
  83681. serialize(): any;
  83682. /**
  83683. * Dispose the material and release its associated resources
  83684. * @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)
  83685. * @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)
  83686. * @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)
  83687. */
  83688. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  83689. /**
  83690. * Creates a MultiMaterial from parsed MultiMaterial data.
  83691. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  83692. * @param scene defines the hosting scene
  83693. * @returns a new MultiMaterial
  83694. */
  83695. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  83696. }
  83697. }
  83698. declare module BABYLON {
  83699. /**
  83700. * Base class for submeshes
  83701. */
  83702. export class BaseSubMesh {
  83703. /** @hidden */
  83704. _materialDefines: Nullable<MaterialDefines>;
  83705. /** @hidden */
  83706. _materialEffect: Nullable<Effect>;
  83707. /**
  83708. * Gets associated effect
  83709. */
  83710. readonly effect: Nullable<Effect>;
  83711. /**
  83712. * Sets associated effect (effect used to render this submesh)
  83713. * @param effect defines the effect to associate with
  83714. * @param defines defines the set of defines used to compile this effect
  83715. */
  83716. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  83717. }
  83718. /**
  83719. * Defines a subdivision inside a mesh
  83720. */
  83721. export class SubMesh extends BaseSubMesh implements ICullable {
  83722. /** the material index to use */
  83723. materialIndex: number;
  83724. /** vertex index start */
  83725. verticesStart: number;
  83726. /** vertices count */
  83727. verticesCount: number;
  83728. /** index start */
  83729. indexStart: number;
  83730. /** indices count */
  83731. indexCount: number;
  83732. /** @hidden */
  83733. _linesIndexCount: number;
  83734. private _mesh;
  83735. private _renderingMesh;
  83736. private _boundingInfo;
  83737. private _linesIndexBuffer;
  83738. /** @hidden */
  83739. _lastColliderWorldVertices: Nullable<Vector3[]>;
  83740. /** @hidden */
  83741. _trianglePlanes: Plane[];
  83742. /** @hidden */
  83743. _lastColliderTransformMatrix: Nullable<Matrix>;
  83744. /** @hidden */
  83745. _renderId: number;
  83746. /** @hidden */
  83747. _alphaIndex: number;
  83748. /** @hidden */
  83749. _distanceToCamera: number;
  83750. /** @hidden */
  83751. _id: number;
  83752. private _currentMaterial;
  83753. /**
  83754. * Add a new submesh to a mesh
  83755. * @param materialIndex defines the material index to use
  83756. * @param verticesStart defines vertex index start
  83757. * @param verticesCount defines vertices count
  83758. * @param indexStart defines index start
  83759. * @param indexCount defines indices count
  83760. * @param mesh defines the parent mesh
  83761. * @param renderingMesh defines an optional rendering mesh
  83762. * @param createBoundingBox defines if bounding box should be created for this submesh
  83763. * @returns the new submesh
  83764. */
  83765. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  83766. /**
  83767. * Creates a new submesh
  83768. * @param materialIndex defines the material index to use
  83769. * @param verticesStart defines vertex index start
  83770. * @param verticesCount defines vertices count
  83771. * @param indexStart defines index start
  83772. * @param indexCount defines indices count
  83773. * @param mesh defines the parent mesh
  83774. * @param renderingMesh defines an optional rendering mesh
  83775. * @param createBoundingBox defines if bounding box should be created for this submesh
  83776. */
  83777. constructor(
  83778. /** the material index to use */
  83779. materialIndex: number,
  83780. /** vertex index start */
  83781. verticesStart: number,
  83782. /** vertices count */
  83783. verticesCount: number,
  83784. /** index start */
  83785. indexStart: number,
  83786. /** indices count */
  83787. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  83788. /**
  83789. * Returns true if this submesh covers the entire parent mesh
  83790. * @ignorenaming
  83791. */
  83792. readonly IsGlobal: boolean;
  83793. /**
  83794. * Returns the submesh BoudingInfo object
  83795. * @returns current bounding info (or mesh's one if the submesh is global)
  83796. */
  83797. getBoundingInfo(): BoundingInfo;
  83798. /**
  83799. * Sets the submesh BoundingInfo
  83800. * @param boundingInfo defines the new bounding info to use
  83801. * @returns the SubMesh
  83802. */
  83803. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  83804. /**
  83805. * Returns the mesh of the current submesh
  83806. * @return the parent mesh
  83807. */
  83808. getMesh(): AbstractMesh;
  83809. /**
  83810. * Returns the rendering mesh of the submesh
  83811. * @returns the rendering mesh (could be different from parent mesh)
  83812. */
  83813. getRenderingMesh(): Mesh;
  83814. /**
  83815. * Returns the submesh material
  83816. * @returns null or the current material
  83817. */
  83818. getMaterial(): Nullable<Material>;
  83819. /**
  83820. * Sets a new updated BoundingInfo object to the submesh
  83821. * @param data defines an optional position array to use to determine the bounding info
  83822. * @returns the SubMesh
  83823. */
  83824. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  83825. /** @hidden */
  83826. _checkCollision(collider: Collider): boolean;
  83827. /**
  83828. * Updates the submesh BoundingInfo
  83829. * @param world defines the world matrix to use to update the bounding info
  83830. * @returns the submesh
  83831. */
  83832. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  83833. /**
  83834. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  83835. * @param frustumPlanes defines the frustum planes
  83836. * @returns true if the submesh is intersecting with the frustum
  83837. */
  83838. isInFrustum(frustumPlanes: Plane[]): boolean;
  83839. /**
  83840. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  83841. * @param frustumPlanes defines the frustum planes
  83842. * @returns true if the submesh is inside the frustum
  83843. */
  83844. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  83845. /**
  83846. * Renders the submesh
  83847. * @param enableAlphaMode defines if alpha needs to be used
  83848. * @returns the submesh
  83849. */
  83850. render(enableAlphaMode: boolean): SubMesh;
  83851. /**
  83852. * @hidden
  83853. */
  83854. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  83855. /**
  83856. * Checks if the submesh intersects with a ray
  83857. * @param ray defines the ray to test
  83858. * @returns true is the passed ray intersects the submesh bounding box
  83859. */
  83860. canIntersects(ray: Ray): boolean;
  83861. /**
  83862. * Intersects current submesh with a ray
  83863. * @param ray defines the ray to test
  83864. * @param positions defines mesh's positions array
  83865. * @param indices defines mesh's indices array
  83866. * @param fastCheck defines if only bounding info should be used
  83867. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  83868. * @returns intersection info or null if no intersection
  83869. */
  83870. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  83871. /** @hidden */
  83872. private _intersectLines;
  83873. /** @hidden */
  83874. private _intersectUnIndexedLines;
  83875. /** @hidden */
  83876. private _intersectTriangles;
  83877. /** @hidden */
  83878. private _intersectUnIndexedTriangles;
  83879. /** @hidden */
  83880. _rebuild(): void;
  83881. /**
  83882. * Creates a new submesh from the passed mesh
  83883. * @param newMesh defines the new hosting mesh
  83884. * @param newRenderingMesh defines an optional rendering mesh
  83885. * @returns the new submesh
  83886. */
  83887. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  83888. /**
  83889. * Release associated resources
  83890. */
  83891. dispose(): void;
  83892. /**
  83893. * Gets the class name
  83894. * @returns the string "SubMesh".
  83895. */
  83896. getClassName(): string;
  83897. /**
  83898. * Creates a new submesh from indices data
  83899. * @param materialIndex the index of the main mesh material
  83900. * @param startIndex the index where to start the copy in the mesh indices array
  83901. * @param indexCount the number of indices to copy then from the startIndex
  83902. * @param mesh the main mesh to create the submesh from
  83903. * @param renderingMesh the optional rendering mesh
  83904. * @returns a new submesh
  83905. */
  83906. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  83907. }
  83908. }
  83909. declare module BABYLON {
  83910. /**
  83911. * Class used to represent data loading progression
  83912. */
  83913. export class SceneLoaderFlags {
  83914. private static _ForceFullSceneLoadingForIncremental;
  83915. private static _ShowLoadingScreen;
  83916. private static _CleanBoneMatrixWeights;
  83917. private static _loggingLevel;
  83918. /**
  83919. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  83920. */
  83921. static ForceFullSceneLoadingForIncremental: boolean;
  83922. /**
  83923. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  83924. */
  83925. static ShowLoadingScreen: boolean;
  83926. /**
  83927. * Defines the current logging level (while loading the scene)
  83928. * @ignorenaming
  83929. */
  83930. static loggingLevel: number;
  83931. /**
  83932. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  83933. */
  83934. static CleanBoneMatrixWeights: boolean;
  83935. }
  83936. }
  83937. declare module BABYLON {
  83938. /**
  83939. * Class used to store geometry data (vertex buffers + index buffer)
  83940. */
  83941. export class Geometry implements IGetSetVerticesData {
  83942. /**
  83943. * Gets or sets the ID of the geometry
  83944. */
  83945. id: string;
  83946. /**
  83947. * Gets or sets the unique ID of the geometry
  83948. */
  83949. uniqueId: number;
  83950. /**
  83951. * Gets the delay loading state of the geometry (none by default which means not delayed)
  83952. */
  83953. delayLoadState: number;
  83954. /**
  83955. * Gets the file containing the data to load when running in delay load state
  83956. */
  83957. delayLoadingFile: Nullable<string>;
  83958. /**
  83959. * Callback called when the geometry is updated
  83960. */
  83961. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  83962. private _scene;
  83963. private _engine;
  83964. private _meshes;
  83965. private _totalVertices;
  83966. /** @hidden */
  83967. _indices: IndicesArray;
  83968. /** @hidden */
  83969. _vertexBuffers: {
  83970. [key: string]: VertexBuffer;
  83971. };
  83972. private _isDisposed;
  83973. private _extend;
  83974. private _boundingBias;
  83975. /** @hidden */
  83976. _delayInfo: Array<string>;
  83977. private _indexBuffer;
  83978. private _indexBufferIsUpdatable;
  83979. /** @hidden */
  83980. _boundingInfo: Nullable<BoundingInfo>;
  83981. /** @hidden */
  83982. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  83983. /** @hidden */
  83984. _softwareSkinningFrameId: number;
  83985. private _vertexArrayObjects;
  83986. private _updatable;
  83987. /** @hidden */
  83988. _positions: Nullable<Vector3[]>;
  83989. /**
  83990. * 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
  83991. */
  83992. /**
  83993. * 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
  83994. */
  83995. boundingBias: Vector2;
  83996. /**
  83997. * Static function used to attach a new empty geometry to a mesh
  83998. * @param mesh defines the mesh to attach the geometry to
  83999. * @returns the new Geometry
  84000. */
  84001. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84002. /**
  84003. * Creates a new geometry
  84004. * @param id defines the unique ID
  84005. * @param scene defines the hosting scene
  84006. * @param vertexData defines the VertexData used to get geometry data
  84007. * @param updatable defines if geometry must be updatable (false by default)
  84008. * @param mesh defines the mesh that will be associated with the geometry
  84009. */
  84010. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84011. /**
  84012. * Gets the current extend of the geometry
  84013. */
  84014. readonly extend: {
  84015. minimum: Vector3;
  84016. maximum: Vector3;
  84017. };
  84018. /**
  84019. * Gets the hosting scene
  84020. * @returns the hosting Scene
  84021. */
  84022. getScene(): Scene;
  84023. /**
  84024. * Gets the hosting engine
  84025. * @returns the hosting Engine
  84026. */
  84027. getEngine(): Engine;
  84028. /**
  84029. * Defines if the geometry is ready to use
  84030. * @returns true if the geometry is ready to be used
  84031. */
  84032. isReady(): boolean;
  84033. /**
  84034. * Gets a value indicating that the geometry should not be serialized
  84035. */
  84036. readonly doNotSerialize: boolean;
  84037. /** @hidden */
  84038. _rebuild(): void;
  84039. /**
  84040. * Affects all geometry data in one call
  84041. * @param vertexData defines the geometry data
  84042. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84043. */
  84044. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84045. /**
  84046. * Set specific vertex data
  84047. * @param kind defines the data kind (Position, normal, etc...)
  84048. * @param data defines the vertex data to use
  84049. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84050. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84051. */
  84052. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84053. /**
  84054. * Removes a specific vertex data
  84055. * @param kind defines the data kind (Position, normal, etc...)
  84056. */
  84057. removeVerticesData(kind: string): void;
  84058. /**
  84059. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84060. * @param buffer defines the vertex buffer to use
  84061. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84062. */
  84063. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84064. /**
  84065. * Update a specific vertex buffer
  84066. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84067. * It will do nothing if the buffer is not updatable
  84068. * @param kind defines the data kind (Position, normal, etc...)
  84069. * @param data defines the data to use
  84070. * @param offset defines the offset in the target buffer where to store the data
  84071. * @param useBytes set to true if the offset is in bytes
  84072. */
  84073. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84074. /**
  84075. * Update a specific vertex buffer
  84076. * This function will create a new buffer if the current one is not updatable
  84077. * @param kind defines the data kind (Position, normal, etc...)
  84078. * @param data defines the data to use
  84079. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84080. */
  84081. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84082. private _updateBoundingInfo;
  84083. /** @hidden */
  84084. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84085. /**
  84086. * Gets total number of vertices
  84087. * @returns the total number of vertices
  84088. */
  84089. getTotalVertices(): number;
  84090. /**
  84091. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84092. * @param kind defines the data kind (Position, normal, etc...)
  84093. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84094. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84095. * @returns a float array containing vertex data
  84096. */
  84097. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84098. /**
  84099. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84100. * @param kind defines the data kind (Position, normal, etc...)
  84101. * @returns true if the vertex buffer with the specified kind is updatable
  84102. */
  84103. isVertexBufferUpdatable(kind: string): boolean;
  84104. /**
  84105. * Gets a specific vertex buffer
  84106. * @param kind defines the data kind (Position, normal, etc...)
  84107. * @returns a VertexBuffer
  84108. */
  84109. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84110. /**
  84111. * Returns all vertex buffers
  84112. * @return an object holding all vertex buffers indexed by kind
  84113. */
  84114. getVertexBuffers(): Nullable<{
  84115. [key: string]: VertexBuffer;
  84116. }>;
  84117. /**
  84118. * Gets a boolean indicating if specific vertex buffer is present
  84119. * @param kind defines the data kind (Position, normal, etc...)
  84120. * @returns true if data is present
  84121. */
  84122. isVerticesDataPresent(kind: string): boolean;
  84123. /**
  84124. * Gets a list of all attached data kinds (Position, normal, etc...)
  84125. * @returns a list of string containing all kinds
  84126. */
  84127. getVerticesDataKinds(): string[];
  84128. /**
  84129. * Update index buffer
  84130. * @param indices defines the indices to store in the index buffer
  84131. * @param offset defines the offset in the target buffer where to store the data
  84132. * @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)
  84133. */
  84134. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84135. /**
  84136. * Creates a new index buffer
  84137. * @param indices defines the indices to store in the index buffer
  84138. * @param totalVertices defines the total number of vertices (could be null)
  84139. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84140. */
  84141. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84142. /**
  84143. * Return the total number of indices
  84144. * @returns the total number of indices
  84145. */
  84146. getTotalIndices(): number;
  84147. /**
  84148. * Gets the index buffer array
  84149. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84150. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84151. * @returns the index buffer array
  84152. */
  84153. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84154. /**
  84155. * Gets the index buffer
  84156. * @return the index buffer
  84157. */
  84158. getIndexBuffer(): Nullable<DataBuffer>;
  84159. /** @hidden */
  84160. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84161. /**
  84162. * Release the associated resources for a specific mesh
  84163. * @param mesh defines the source mesh
  84164. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84165. */
  84166. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84167. /**
  84168. * Apply current geometry to a given mesh
  84169. * @param mesh defines the mesh to apply geometry to
  84170. */
  84171. applyToMesh(mesh: Mesh): void;
  84172. private _updateExtend;
  84173. private _applyToMesh;
  84174. private notifyUpdate;
  84175. /**
  84176. * Load the geometry if it was flagged as delay loaded
  84177. * @param scene defines the hosting scene
  84178. * @param onLoaded defines a callback called when the geometry is loaded
  84179. */
  84180. load(scene: Scene, onLoaded?: () => void): void;
  84181. private _queueLoad;
  84182. /**
  84183. * Invert the geometry to move from a right handed system to a left handed one.
  84184. */
  84185. toLeftHanded(): void;
  84186. /** @hidden */
  84187. _resetPointsArrayCache(): void;
  84188. /** @hidden */
  84189. _generatePointsArray(): boolean;
  84190. /**
  84191. * Gets a value indicating if the geometry is disposed
  84192. * @returns true if the geometry was disposed
  84193. */
  84194. isDisposed(): boolean;
  84195. private _disposeVertexArrayObjects;
  84196. /**
  84197. * Free all associated resources
  84198. */
  84199. dispose(): void;
  84200. /**
  84201. * Clone the current geometry into a new geometry
  84202. * @param id defines the unique ID of the new geometry
  84203. * @returns a new geometry object
  84204. */
  84205. copy(id: string): Geometry;
  84206. /**
  84207. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84208. * @return a JSON representation of the current geometry data (without the vertices data)
  84209. */
  84210. serialize(): any;
  84211. private toNumberArray;
  84212. /**
  84213. * Serialize all vertices data into a JSON oject
  84214. * @returns a JSON representation of the current geometry data
  84215. */
  84216. serializeVerticeData(): any;
  84217. /**
  84218. * Extracts a clone of a mesh geometry
  84219. * @param mesh defines the source mesh
  84220. * @param id defines the unique ID of the new geometry object
  84221. * @returns the new geometry object
  84222. */
  84223. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84224. /**
  84225. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84226. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84227. * Be aware Math.random() could cause collisions, but:
  84228. * "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"
  84229. * @returns a string containing a new GUID
  84230. */
  84231. static RandomId(): string;
  84232. /** @hidden */
  84233. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84234. private static _CleanMatricesWeights;
  84235. /**
  84236. * Create a new geometry from persisted data (Using .babylon file format)
  84237. * @param parsedVertexData defines the persisted data
  84238. * @param scene defines the hosting scene
  84239. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84240. * @returns the new geometry object
  84241. */
  84242. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84243. }
  84244. }
  84245. declare module BABYLON {
  84246. /**
  84247. * Define an interface for all classes that will get and set the data on vertices
  84248. */
  84249. export interface IGetSetVerticesData {
  84250. /**
  84251. * Gets a boolean indicating if specific vertex data is present
  84252. * @param kind defines the vertex data kind to use
  84253. * @returns true is data kind is present
  84254. */
  84255. isVerticesDataPresent(kind: string): boolean;
  84256. /**
  84257. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84258. * @param kind defines the data kind (Position, normal, etc...)
  84259. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84260. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84261. * @returns a float array containing vertex data
  84262. */
  84263. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84264. /**
  84265. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84266. * @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.
  84267. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84268. * @returns the indices array or an empty array if the mesh has no geometry
  84269. */
  84270. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84271. /**
  84272. * Set specific vertex data
  84273. * @param kind defines the data kind (Position, normal, etc...)
  84274. * @param data defines the vertex data to use
  84275. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84276. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84277. */
  84278. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  84279. /**
  84280. * Update a specific associated vertex buffer
  84281. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  84282. * - VertexBuffer.PositionKind
  84283. * - VertexBuffer.UVKind
  84284. * - VertexBuffer.UV2Kind
  84285. * - VertexBuffer.UV3Kind
  84286. * - VertexBuffer.UV4Kind
  84287. * - VertexBuffer.UV5Kind
  84288. * - VertexBuffer.UV6Kind
  84289. * - VertexBuffer.ColorKind
  84290. * - VertexBuffer.MatricesIndicesKind
  84291. * - VertexBuffer.MatricesIndicesExtraKind
  84292. * - VertexBuffer.MatricesWeightsKind
  84293. * - VertexBuffer.MatricesWeightsExtraKind
  84294. * @param data defines the data source
  84295. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  84296. * @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)
  84297. */
  84298. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  84299. /**
  84300. * Creates a new index buffer
  84301. * @param indices defines the indices to store in the index buffer
  84302. * @param totalVertices defines the total number of vertices (could be null)
  84303. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84304. */
  84305. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  84306. }
  84307. /**
  84308. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  84309. */
  84310. export class VertexData {
  84311. /**
  84312. * Mesh side orientation : usually the external or front surface
  84313. */
  84314. static readonly FRONTSIDE: number;
  84315. /**
  84316. * Mesh side orientation : usually the internal or back surface
  84317. */
  84318. static readonly BACKSIDE: number;
  84319. /**
  84320. * Mesh side orientation : both internal and external or front and back surfaces
  84321. */
  84322. static readonly DOUBLESIDE: number;
  84323. /**
  84324. * Mesh side orientation : by default, `FRONTSIDE`
  84325. */
  84326. static readonly DEFAULTSIDE: number;
  84327. /**
  84328. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  84329. */
  84330. positions: Nullable<FloatArray>;
  84331. /**
  84332. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  84333. */
  84334. normals: Nullable<FloatArray>;
  84335. /**
  84336. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  84337. */
  84338. tangents: Nullable<FloatArray>;
  84339. /**
  84340. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84341. */
  84342. uvs: Nullable<FloatArray>;
  84343. /**
  84344. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84345. */
  84346. uvs2: Nullable<FloatArray>;
  84347. /**
  84348. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84349. */
  84350. uvs3: Nullable<FloatArray>;
  84351. /**
  84352. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84353. */
  84354. uvs4: Nullable<FloatArray>;
  84355. /**
  84356. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84357. */
  84358. uvs5: Nullable<FloatArray>;
  84359. /**
  84360. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84361. */
  84362. uvs6: Nullable<FloatArray>;
  84363. /**
  84364. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  84365. */
  84366. colors: Nullable<FloatArray>;
  84367. /**
  84368. * 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).
  84369. */
  84370. matricesIndices: Nullable<FloatArray>;
  84371. /**
  84372. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  84373. */
  84374. matricesWeights: Nullable<FloatArray>;
  84375. /**
  84376. * An array extending the number of possible indices
  84377. */
  84378. matricesIndicesExtra: Nullable<FloatArray>;
  84379. /**
  84380. * An array extending the number of possible weights when the number of indices is extended
  84381. */
  84382. matricesWeightsExtra: Nullable<FloatArray>;
  84383. /**
  84384. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  84385. */
  84386. indices: Nullable<IndicesArray>;
  84387. /**
  84388. * Uses the passed data array to set the set the values for the specified kind of data
  84389. * @param data a linear array of floating numbers
  84390. * @param kind the type of data that is being set, eg positions, colors etc
  84391. */
  84392. set(data: FloatArray, kind: string): void;
  84393. /**
  84394. * Associates the vertexData to the passed Mesh.
  84395. * Sets it as updatable or not (default `false`)
  84396. * @param mesh the mesh the vertexData is applied to
  84397. * @param updatable when used and having the value true allows new data to update the vertexData
  84398. * @returns the VertexData
  84399. */
  84400. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  84401. /**
  84402. * Associates the vertexData to the passed Geometry.
  84403. * Sets it as updatable or not (default `false`)
  84404. * @param geometry the geometry the vertexData is applied to
  84405. * @param updatable when used and having the value true allows new data to update the vertexData
  84406. * @returns VertexData
  84407. */
  84408. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  84409. /**
  84410. * Updates the associated mesh
  84411. * @param mesh the mesh to be updated
  84412. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84413. * @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
  84414. * @returns VertexData
  84415. */
  84416. updateMesh(mesh: Mesh): VertexData;
  84417. /**
  84418. * Updates the associated geometry
  84419. * @param geometry the geometry to be updated
  84420. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84421. * @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
  84422. * @returns VertexData.
  84423. */
  84424. updateGeometry(geometry: Geometry): VertexData;
  84425. private _applyTo;
  84426. private _update;
  84427. /**
  84428. * Transforms each position and each normal of the vertexData according to the passed Matrix
  84429. * @param matrix the transforming matrix
  84430. * @returns the VertexData
  84431. */
  84432. transform(matrix: Matrix): VertexData;
  84433. /**
  84434. * Merges the passed VertexData into the current one
  84435. * @param other the VertexData to be merged into the current one
  84436. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  84437. * @returns the modified VertexData
  84438. */
  84439. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  84440. private _mergeElement;
  84441. private _validate;
  84442. /**
  84443. * Serializes the VertexData
  84444. * @returns a serialized object
  84445. */
  84446. serialize(): any;
  84447. /**
  84448. * Extracts the vertexData from a mesh
  84449. * @param mesh the mesh from which to extract the VertexData
  84450. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  84451. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84452. * @returns the object VertexData associated to the passed mesh
  84453. */
  84454. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84455. /**
  84456. * Extracts the vertexData from the geometry
  84457. * @param geometry the geometry from which to extract the VertexData
  84458. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  84459. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84460. * @returns the object VertexData associated to the passed mesh
  84461. */
  84462. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84463. private static _ExtractFrom;
  84464. /**
  84465. * Creates the VertexData for a Ribbon
  84466. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  84467. * * pathArray array of paths, each of which an array of successive Vector3
  84468. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  84469. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  84470. * * 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
  84471. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84472. * * 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)
  84473. * * 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)
  84474. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  84475. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  84476. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  84477. * @returns the VertexData of the ribbon
  84478. */
  84479. static CreateRibbon(options: {
  84480. pathArray: Vector3[][];
  84481. closeArray?: boolean;
  84482. closePath?: boolean;
  84483. offset?: number;
  84484. sideOrientation?: number;
  84485. frontUVs?: Vector4;
  84486. backUVs?: Vector4;
  84487. invertUV?: boolean;
  84488. uvs?: Vector2[];
  84489. colors?: Color4[];
  84490. }): VertexData;
  84491. /**
  84492. * Creates the VertexData for a box
  84493. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84494. * * size sets the width, height and depth of the box to the value of size, optional default 1
  84495. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  84496. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  84497. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  84498. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84499. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84500. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84501. * * 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)
  84502. * * 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)
  84503. * @returns the VertexData of the box
  84504. */
  84505. static CreateBox(options: {
  84506. size?: number;
  84507. width?: number;
  84508. height?: number;
  84509. depth?: number;
  84510. faceUV?: Vector4[];
  84511. faceColors?: Color4[];
  84512. sideOrientation?: number;
  84513. frontUVs?: Vector4;
  84514. backUVs?: Vector4;
  84515. }): VertexData;
  84516. /**
  84517. * Creates the VertexData for a tiled box
  84518. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84519. * * faceTiles sets the pattern, tile size and number of tiles for a face
  84520. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84521. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84522. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84523. * @returns the VertexData of the box
  84524. */
  84525. static CreateTiledBox(options: {
  84526. pattern?: number;
  84527. width?: number;
  84528. height?: number;
  84529. depth?: number;
  84530. tileSize?: number;
  84531. tileWidth?: number;
  84532. tileHeight?: number;
  84533. alignHorizontal?: number;
  84534. alignVertical?: number;
  84535. faceUV?: Vector4[];
  84536. faceColors?: Color4[];
  84537. sideOrientation?: number;
  84538. }): VertexData;
  84539. /**
  84540. * Creates the VertexData for a tiled plane
  84541. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84542. * * pattern a limited pattern arrangement depending on the number
  84543. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  84544. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  84545. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  84546. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84547. * * 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)
  84548. * * 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)
  84549. * @returns the VertexData of the tiled plane
  84550. */
  84551. static CreateTiledPlane(options: {
  84552. pattern?: number;
  84553. tileSize?: number;
  84554. tileWidth?: number;
  84555. tileHeight?: number;
  84556. size?: number;
  84557. width?: number;
  84558. height?: number;
  84559. alignHorizontal?: number;
  84560. alignVertical?: number;
  84561. sideOrientation?: number;
  84562. frontUVs?: Vector4;
  84563. backUVs?: Vector4;
  84564. }): VertexData;
  84565. /**
  84566. * Creates the VertexData for an ellipsoid, defaults to a sphere
  84567. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84568. * * segments sets the number of horizontal strips optional, default 32
  84569. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  84570. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  84571. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  84572. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  84573. * * 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
  84574. * * 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
  84575. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84576. * * 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)
  84577. * * 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)
  84578. * @returns the VertexData of the ellipsoid
  84579. */
  84580. static CreateSphere(options: {
  84581. segments?: number;
  84582. diameter?: number;
  84583. diameterX?: number;
  84584. diameterY?: number;
  84585. diameterZ?: number;
  84586. arc?: number;
  84587. slice?: number;
  84588. sideOrientation?: number;
  84589. frontUVs?: Vector4;
  84590. backUVs?: Vector4;
  84591. }): VertexData;
  84592. /**
  84593. * Creates the VertexData for a cylinder, cone or prism
  84594. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84595. * * height sets the height (y direction) of the cylinder, optional, default 2
  84596. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  84597. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  84598. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  84599. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  84600. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  84601. * * 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
  84602. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  84603. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  84604. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  84605. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  84606. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84607. * * 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)
  84608. * * 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)
  84609. * @returns the VertexData of the cylinder, cone or prism
  84610. */
  84611. static CreateCylinder(options: {
  84612. height?: number;
  84613. diameterTop?: number;
  84614. diameterBottom?: number;
  84615. diameter?: number;
  84616. tessellation?: number;
  84617. subdivisions?: number;
  84618. arc?: number;
  84619. faceColors?: Color4[];
  84620. faceUV?: Vector4[];
  84621. hasRings?: boolean;
  84622. enclose?: boolean;
  84623. sideOrientation?: number;
  84624. frontUVs?: Vector4;
  84625. backUVs?: Vector4;
  84626. }): VertexData;
  84627. /**
  84628. * Creates the VertexData for a torus
  84629. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84630. * * diameter the diameter of the torus, optional default 1
  84631. * * thickness the diameter of the tube forming the torus, optional default 0.5
  84632. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  84633. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84634. * * 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)
  84635. * * 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)
  84636. * @returns the VertexData of the torus
  84637. */
  84638. static CreateTorus(options: {
  84639. diameter?: number;
  84640. thickness?: number;
  84641. tessellation?: number;
  84642. sideOrientation?: number;
  84643. frontUVs?: Vector4;
  84644. backUVs?: Vector4;
  84645. }): VertexData;
  84646. /**
  84647. * Creates the VertexData of the LineSystem
  84648. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  84649. * - lines an array of lines, each line being an array of successive Vector3
  84650. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  84651. * @returns the VertexData of the LineSystem
  84652. */
  84653. static CreateLineSystem(options: {
  84654. lines: Vector3[][];
  84655. colors?: Nullable<Color4[][]>;
  84656. }): VertexData;
  84657. /**
  84658. * Create the VertexData for a DashedLines
  84659. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  84660. * - points an array successive Vector3
  84661. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  84662. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  84663. * - dashNb the intended total number of dashes, optional, default 200
  84664. * @returns the VertexData for the DashedLines
  84665. */
  84666. static CreateDashedLines(options: {
  84667. points: Vector3[];
  84668. dashSize?: number;
  84669. gapSize?: number;
  84670. dashNb?: number;
  84671. }): VertexData;
  84672. /**
  84673. * Creates the VertexData for a Ground
  84674. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  84675. * - width the width (x direction) of the ground, optional, default 1
  84676. * - height the height (z direction) of the ground, optional, default 1
  84677. * - subdivisions the number of subdivisions per side, optional, default 1
  84678. * @returns the VertexData of the Ground
  84679. */
  84680. static CreateGround(options: {
  84681. width?: number;
  84682. height?: number;
  84683. subdivisions?: number;
  84684. subdivisionsX?: number;
  84685. subdivisionsY?: number;
  84686. }): VertexData;
  84687. /**
  84688. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  84689. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  84690. * * xmin the ground minimum X coordinate, optional, default -1
  84691. * * zmin the ground minimum Z coordinate, optional, default -1
  84692. * * xmax the ground maximum X coordinate, optional, default 1
  84693. * * zmax the ground maximum Z coordinate, optional, default 1
  84694. * * 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}
  84695. * * 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}
  84696. * @returns the VertexData of the TiledGround
  84697. */
  84698. static CreateTiledGround(options: {
  84699. xmin: number;
  84700. zmin: number;
  84701. xmax: number;
  84702. zmax: number;
  84703. subdivisions?: {
  84704. w: number;
  84705. h: number;
  84706. };
  84707. precision?: {
  84708. w: number;
  84709. h: number;
  84710. };
  84711. }): VertexData;
  84712. /**
  84713. * Creates the VertexData of the Ground designed from a heightmap
  84714. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  84715. * * width the width (x direction) of the ground
  84716. * * height the height (z direction) of the ground
  84717. * * subdivisions the number of subdivisions per side
  84718. * * minHeight the minimum altitude on the ground, optional, default 0
  84719. * * maxHeight the maximum altitude on the ground, optional default 1
  84720. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  84721. * * buffer the array holding the image color data
  84722. * * bufferWidth the width of image
  84723. * * bufferHeight the height of image
  84724. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  84725. * @returns the VertexData of the Ground designed from a heightmap
  84726. */
  84727. static CreateGroundFromHeightMap(options: {
  84728. width: number;
  84729. height: number;
  84730. subdivisions: number;
  84731. minHeight: number;
  84732. maxHeight: number;
  84733. colorFilter: Color3;
  84734. buffer: Uint8Array;
  84735. bufferWidth: number;
  84736. bufferHeight: number;
  84737. alphaFilter: number;
  84738. }): VertexData;
  84739. /**
  84740. * Creates the VertexData for a Plane
  84741. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  84742. * * size sets the width and height of the plane to the value of size, optional default 1
  84743. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  84744. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  84745. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84746. * * 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)
  84747. * * 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)
  84748. * @returns the VertexData of the box
  84749. */
  84750. static CreatePlane(options: {
  84751. size?: number;
  84752. width?: number;
  84753. height?: number;
  84754. sideOrientation?: number;
  84755. frontUVs?: Vector4;
  84756. backUVs?: Vector4;
  84757. }): VertexData;
  84758. /**
  84759. * Creates the VertexData of the Disc or regular Polygon
  84760. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  84761. * * radius the radius of the disc, optional default 0.5
  84762. * * tessellation the number of polygon sides, optional, default 64
  84763. * * 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
  84764. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84765. * * 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)
  84766. * * 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)
  84767. * @returns the VertexData of the box
  84768. */
  84769. static CreateDisc(options: {
  84770. radius?: number;
  84771. tessellation?: number;
  84772. arc?: number;
  84773. sideOrientation?: number;
  84774. frontUVs?: Vector4;
  84775. backUVs?: Vector4;
  84776. }): VertexData;
  84777. /**
  84778. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  84779. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  84780. * @param polygon a mesh built from polygonTriangulation.build()
  84781. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84782. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  84783. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  84784. * @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)
  84785. * @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)
  84786. * @returns the VertexData of the Polygon
  84787. */
  84788. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  84789. /**
  84790. * Creates the VertexData of the IcoSphere
  84791. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  84792. * * radius the radius of the IcoSphere, optional default 1
  84793. * * radiusX allows stretching in the x direction, optional, default radius
  84794. * * radiusY allows stretching in the y direction, optional, default radius
  84795. * * radiusZ allows stretching in the z direction, optional, default radius
  84796. * * flat when true creates a flat shaded mesh, optional, default true
  84797. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  84798. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84799. * * 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)
  84800. * * 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)
  84801. * @returns the VertexData of the IcoSphere
  84802. */
  84803. static CreateIcoSphere(options: {
  84804. radius?: number;
  84805. radiusX?: number;
  84806. radiusY?: number;
  84807. radiusZ?: number;
  84808. flat?: boolean;
  84809. subdivisions?: number;
  84810. sideOrientation?: number;
  84811. frontUVs?: Vector4;
  84812. backUVs?: Vector4;
  84813. }): VertexData;
  84814. /**
  84815. * Creates the VertexData for a Polyhedron
  84816. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  84817. * * type provided types are:
  84818. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  84819. * * 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)
  84820. * * size the size of the IcoSphere, optional default 1
  84821. * * sizeX allows stretching in the x direction, optional, default size
  84822. * * sizeY allows stretching in the y direction, optional, default size
  84823. * * sizeZ allows stretching in the z direction, optional, default size
  84824. * * 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
  84825. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  84826. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  84827. * * flat when true creates a flat shaded mesh, optional, default true
  84828. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  84829. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84830. * * 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)
  84831. * * 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)
  84832. * @returns the VertexData of the Polyhedron
  84833. */
  84834. static CreatePolyhedron(options: {
  84835. type?: number;
  84836. size?: number;
  84837. sizeX?: number;
  84838. sizeY?: number;
  84839. sizeZ?: number;
  84840. custom?: any;
  84841. faceUV?: Vector4[];
  84842. faceColors?: Color4[];
  84843. flat?: boolean;
  84844. sideOrientation?: number;
  84845. frontUVs?: Vector4;
  84846. backUVs?: Vector4;
  84847. }): VertexData;
  84848. /**
  84849. * Creates the VertexData for a TorusKnot
  84850. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  84851. * * radius the radius of the torus knot, optional, default 2
  84852. * * tube the thickness of the tube, optional, default 0.5
  84853. * * radialSegments the number of sides on each tube segments, optional, default 32
  84854. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  84855. * * p the number of windings around the z axis, optional, default 2
  84856. * * q the number of windings around the x axis, optional, default 3
  84857. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84858. * * 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)
  84859. * * 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)
  84860. * @returns the VertexData of the Torus Knot
  84861. */
  84862. static CreateTorusKnot(options: {
  84863. radius?: number;
  84864. tube?: number;
  84865. radialSegments?: number;
  84866. tubularSegments?: number;
  84867. p?: number;
  84868. q?: number;
  84869. sideOrientation?: number;
  84870. frontUVs?: Vector4;
  84871. backUVs?: Vector4;
  84872. }): VertexData;
  84873. /**
  84874. * Compute normals for given positions and indices
  84875. * @param positions an array of vertex positions, [...., x, y, z, ......]
  84876. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  84877. * @param normals an array of vertex normals, [...., x, y, z, ......]
  84878. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  84879. * * facetNormals : optional array of facet normals (vector3)
  84880. * * facetPositions : optional array of facet positions (vector3)
  84881. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  84882. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  84883. * * bInfo : optional bounding info, required for facetPartitioning computation
  84884. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  84885. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  84886. * * useRightHandedSystem: optional boolean to for right handed system computation
  84887. * * depthSort : optional boolean to enable the facet depth sort computation
  84888. * * distanceTo : optional Vector3 to compute the facet depth from this location
  84889. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  84890. */
  84891. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  84892. facetNormals?: any;
  84893. facetPositions?: any;
  84894. facetPartitioning?: any;
  84895. ratio?: number;
  84896. bInfo?: any;
  84897. bbSize?: Vector3;
  84898. subDiv?: any;
  84899. useRightHandedSystem?: boolean;
  84900. depthSort?: boolean;
  84901. distanceTo?: Vector3;
  84902. depthSortedFacets?: any;
  84903. }): void;
  84904. /** @hidden */
  84905. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  84906. /**
  84907. * Applies VertexData created from the imported parameters to the geometry
  84908. * @param parsedVertexData the parsed data from an imported file
  84909. * @param geometry the geometry to apply the VertexData to
  84910. */
  84911. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  84912. }
  84913. }
  84914. declare module BABYLON {
  84915. /**
  84916. * Defines a target to use with MorphTargetManager
  84917. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  84918. */
  84919. export class MorphTarget implements IAnimatable {
  84920. /** defines the name of the target */
  84921. name: string;
  84922. /**
  84923. * Gets or sets the list of animations
  84924. */
  84925. animations: Animation[];
  84926. private _scene;
  84927. private _positions;
  84928. private _normals;
  84929. private _tangents;
  84930. private _uvs;
  84931. private _influence;
  84932. /**
  84933. * Observable raised when the influence changes
  84934. */
  84935. onInfluenceChanged: Observable<boolean>;
  84936. /** @hidden */
  84937. _onDataLayoutChanged: Observable<void>;
  84938. /**
  84939. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  84940. */
  84941. influence: number;
  84942. /**
  84943. * Gets or sets the id of the morph Target
  84944. */
  84945. id: string;
  84946. private _animationPropertiesOverride;
  84947. /**
  84948. * Gets or sets the animation properties override
  84949. */
  84950. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  84951. /**
  84952. * Creates a new MorphTarget
  84953. * @param name defines the name of the target
  84954. * @param influence defines the influence to use
  84955. * @param scene defines the scene the morphtarget belongs to
  84956. */
  84957. constructor(
  84958. /** defines the name of the target */
  84959. name: string, influence?: number, scene?: Nullable<Scene>);
  84960. /**
  84961. * Gets a boolean defining if the target contains position data
  84962. */
  84963. readonly hasPositions: boolean;
  84964. /**
  84965. * Gets a boolean defining if the target contains normal data
  84966. */
  84967. readonly hasNormals: boolean;
  84968. /**
  84969. * Gets a boolean defining if the target contains tangent data
  84970. */
  84971. readonly hasTangents: boolean;
  84972. /**
  84973. * Gets a boolean defining if the target contains texture coordinates data
  84974. */
  84975. readonly hasUVs: boolean;
  84976. /**
  84977. * Affects position data to this target
  84978. * @param data defines the position data to use
  84979. */
  84980. setPositions(data: Nullable<FloatArray>): void;
  84981. /**
  84982. * Gets the position data stored in this target
  84983. * @returns a FloatArray containing the position data (or null if not present)
  84984. */
  84985. getPositions(): Nullable<FloatArray>;
  84986. /**
  84987. * Affects normal data to this target
  84988. * @param data defines the normal data to use
  84989. */
  84990. setNormals(data: Nullable<FloatArray>): void;
  84991. /**
  84992. * Gets the normal data stored in this target
  84993. * @returns a FloatArray containing the normal data (or null if not present)
  84994. */
  84995. getNormals(): Nullable<FloatArray>;
  84996. /**
  84997. * Affects tangent data to this target
  84998. * @param data defines the tangent data to use
  84999. */
  85000. setTangents(data: Nullable<FloatArray>): void;
  85001. /**
  85002. * Gets the tangent data stored in this target
  85003. * @returns a FloatArray containing the tangent data (or null if not present)
  85004. */
  85005. getTangents(): Nullable<FloatArray>;
  85006. /**
  85007. * Affects texture coordinates data to this target
  85008. * @param data defines the texture coordinates data to use
  85009. */
  85010. setUVs(data: Nullable<FloatArray>): void;
  85011. /**
  85012. * Gets the texture coordinates data stored in this target
  85013. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85014. */
  85015. getUVs(): Nullable<FloatArray>;
  85016. /**
  85017. * Serializes the current target into a Serialization object
  85018. * @returns the serialized object
  85019. */
  85020. serialize(): any;
  85021. /**
  85022. * Returns the string "MorphTarget"
  85023. * @returns "MorphTarget"
  85024. */
  85025. getClassName(): string;
  85026. /**
  85027. * Creates a new target from serialized data
  85028. * @param serializationObject defines the serialized data to use
  85029. * @returns a new MorphTarget
  85030. */
  85031. static Parse(serializationObject: any): MorphTarget;
  85032. /**
  85033. * Creates a MorphTarget from mesh data
  85034. * @param mesh defines the source mesh
  85035. * @param name defines the name to use for the new target
  85036. * @param influence defines the influence to attach to the target
  85037. * @returns a new MorphTarget
  85038. */
  85039. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85040. }
  85041. }
  85042. declare module BABYLON {
  85043. /**
  85044. * This class is used to deform meshes using morphing between different targets
  85045. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85046. */
  85047. export class MorphTargetManager {
  85048. private _targets;
  85049. private _targetInfluenceChangedObservers;
  85050. private _targetDataLayoutChangedObservers;
  85051. private _activeTargets;
  85052. private _scene;
  85053. private _influences;
  85054. private _supportsNormals;
  85055. private _supportsTangents;
  85056. private _supportsUVs;
  85057. private _vertexCount;
  85058. private _uniqueId;
  85059. private _tempInfluences;
  85060. /**
  85061. * Gets or sets a boolean indicating if normals must be morphed
  85062. */
  85063. enableNormalMorphing: boolean;
  85064. /**
  85065. * Gets or sets a boolean indicating if tangents must be morphed
  85066. */
  85067. enableTangentMorphing: boolean;
  85068. /**
  85069. * Gets or sets a boolean indicating if UV must be morphed
  85070. */
  85071. enableUVMorphing: boolean;
  85072. /**
  85073. * Creates a new MorphTargetManager
  85074. * @param scene defines the current scene
  85075. */
  85076. constructor(scene?: Nullable<Scene>);
  85077. /**
  85078. * Gets the unique ID of this manager
  85079. */
  85080. readonly uniqueId: number;
  85081. /**
  85082. * Gets the number of vertices handled by this manager
  85083. */
  85084. readonly vertexCount: number;
  85085. /**
  85086. * Gets a boolean indicating if this manager supports morphing of normals
  85087. */
  85088. readonly supportsNormals: boolean;
  85089. /**
  85090. * Gets a boolean indicating if this manager supports morphing of tangents
  85091. */
  85092. readonly supportsTangents: boolean;
  85093. /**
  85094. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85095. */
  85096. readonly supportsUVs: boolean;
  85097. /**
  85098. * Gets the number of targets stored in this manager
  85099. */
  85100. readonly numTargets: number;
  85101. /**
  85102. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85103. */
  85104. readonly numInfluencers: number;
  85105. /**
  85106. * Gets the list of influences (one per target)
  85107. */
  85108. readonly influences: Float32Array;
  85109. /**
  85110. * Gets the active target at specified index. An active target is a target with an influence > 0
  85111. * @param index defines the index to check
  85112. * @returns the requested target
  85113. */
  85114. getActiveTarget(index: number): MorphTarget;
  85115. /**
  85116. * Gets the target at specified index
  85117. * @param index defines the index to check
  85118. * @returns the requested target
  85119. */
  85120. getTarget(index: number): MorphTarget;
  85121. /**
  85122. * Add a new target to this manager
  85123. * @param target defines the target to add
  85124. */
  85125. addTarget(target: MorphTarget): void;
  85126. /**
  85127. * Removes a target from the manager
  85128. * @param target defines the target to remove
  85129. */
  85130. removeTarget(target: MorphTarget): void;
  85131. /**
  85132. * Serializes the current manager into a Serialization object
  85133. * @returns the serialized object
  85134. */
  85135. serialize(): any;
  85136. private _syncActiveTargets;
  85137. /**
  85138. * Syncrhonize the targets with all the meshes using this morph target manager
  85139. */
  85140. synchronize(): void;
  85141. /**
  85142. * Creates a new MorphTargetManager from serialized data
  85143. * @param serializationObject defines the serialized data
  85144. * @param scene defines the hosting scene
  85145. * @returns the new MorphTargetManager
  85146. */
  85147. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85148. }
  85149. }
  85150. declare module BABYLON {
  85151. /**
  85152. * Class used to represent a specific level of detail of a mesh
  85153. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85154. */
  85155. export class MeshLODLevel {
  85156. /** Defines the distance where this level should star being displayed */
  85157. distance: number;
  85158. /** Defines the mesh to use to render this level */
  85159. mesh: Nullable<Mesh>;
  85160. /**
  85161. * Creates a new LOD level
  85162. * @param distance defines the distance where this level should star being displayed
  85163. * @param mesh defines the mesh to use to render this level
  85164. */
  85165. constructor(
  85166. /** Defines the distance where this level should star being displayed */
  85167. distance: number,
  85168. /** Defines the mesh to use to render this level */
  85169. mesh: Nullable<Mesh>);
  85170. }
  85171. }
  85172. declare module BABYLON {
  85173. /**
  85174. * Mesh representing the gorund
  85175. */
  85176. export class GroundMesh extends Mesh {
  85177. /** If octree should be generated */
  85178. generateOctree: boolean;
  85179. private _heightQuads;
  85180. /** @hidden */
  85181. _subdivisionsX: number;
  85182. /** @hidden */
  85183. _subdivisionsY: number;
  85184. /** @hidden */
  85185. _width: number;
  85186. /** @hidden */
  85187. _height: number;
  85188. /** @hidden */
  85189. _minX: number;
  85190. /** @hidden */
  85191. _maxX: number;
  85192. /** @hidden */
  85193. _minZ: number;
  85194. /** @hidden */
  85195. _maxZ: number;
  85196. constructor(name: string, scene: Scene);
  85197. /**
  85198. * "GroundMesh"
  85199. * @returns "GroundMesh"
  85200. */
  85201. getClassName(): string;
  85202. /**
  85203. * The minimum of x and y subdivisions
  85204. */
  85205. readonly subdivisions: number;
  85206. /**
  85207. * X subdivisions
  85208. */
  85209. readonly subdivisionsX: number;
  85210. /**
  85211. * Y subdivisions
  85212. */
  85213. readonly subdivisionsY: number;
  85214. /**
  85215. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85216. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85217. * @param chunksCount the number of subdivisions for x and y
  85218. * @param octreeBlocksSize (Default: 32)
  85219. */
  85220. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85221. /**
  85222. * Returns a height (y) value in the Worl system :
  85223. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85224. * @param x x coordinate
  85225. * @param z z coordinate
  85226. * @returns the ground y position if (x, z) are outside the ground surface.
  85227. */
  85228. getHeightAtCoordinates(x: number, z: number): number;
  85229. /**
  85230. * Returns a normalized vector (Vector3) orthogonal to the ground
  85231. * at the ground coordinates (x, z) expressed in the World system.
  85232. * @param x x coordinate
  85233. * @param z z coordinate
  85234. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85235. */
  85236. getNormalAtCoordinates(x: number, z: number): Vector3;
  85237. /**
  85238. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85239. * at the ground coordinates (x, z) expressed in the World system.
  85240. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85241. * @param x x coordinate
  85242. * @param z z coordinate
  85243. * @param ref vector to store the result
  85244. * @returns the GroundMesh.
  85245. */
  85246. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85247. /**
  85248. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85249. * if the ground has been updated.
  85250. * This can be used in the render loop.
  85251. * @returns the GroundMesh.
  85252. */
  85253. updateCoordinateHeights(): GroundMesh;
  85254. private _getFacetAt;
  85255. private _initHeightQuads;
  85256. private _computeHeightQuads;
  85257. /**
  85258. * Serializes this ground mesh
  85259. * @param serializationObject object to write serialization to
  85260. */
  85261. serialize(serializationObject: any): void;
  85262. /**
  85263. * Parses a serialized ground mesh
  85264. * @param parsedMesh the serialized mesh
  85265. * @param scene the scene to create the ground mesh in
  85266. * @returns the created ground mesh
  85267. */
  85268. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  85269. }
  85270. }
  85271. declare module BABYLON {
  85272. /**
  85273. * Interface for Physics-Joint data
  85274. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85275. */
  85276. export interface PhysicsJointData {
  85277. /**
  85278. * The main pivot of the joint
  85279. */
  85280. mainPivot?: Vector3;
  85281. /**
  85282. * The connected pivot of the joint
  85283. */
  85284. connectedPivot?: Vector3;
  85285. /**
  85286. * The main axis of the joint
  85287. */
  85288. mainAxis?: Vector3;
  85289. /**
  85290. * The connected axis of the joint
  85291. */
  85292. connectedAxis?: Vector3;
  85293. /**
  85294. * The collision of the joint
  85295. */
  85296. collision?: boolean;
  85297. /**
  85298. * Native Oimo/Cannon/Energy data
  85299. */
  85300. nativeParams?: any;
  85301. }
  85302. /**
  85303. * This is a holder class for the physics joint created by the physics plugin
  85304. * It holds a set of functions to control the underlying joint
  85305. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85306. */
  85307. export class PhysicsJoint {
  85308. /**
  85309. * The type of the physics joint
  85310. */
  85311. type: number;
  85312. /**
  85313. * The data for the physics joint
  85314. */
  85315. jointData: PhysicsJointData;
  85316. private _physicsJoint;
  85317. protected _physicsPlugin: IPhysicsEnginePlugin;
  85318. /**
  85319. * Initializes the physics joint
  85320. * @param type The type of the physics joint
  85321. * @param jointData The data for the physics joint
  85322. */
  85323. constructor(
  85324. /**
  85325. * The type of the physics joint
  85326. */
  85327. type: number,
  85328. /**
  85329. * The data for the physics joint
  85330. */
  85331. jointData: PhysicsJointData);
  85332. /**
  85333. * Gets the physics joint
  85334. */
  85335. /**
  85336. * Sets the physics joint
  85337. */
  85338. physicsJoint: any;
  85339. /**
  85340. * Sets the physics plugin
  85341. */
  85342. physicsPlugin: IPhysicsEnginePlugin;
  85343. /**
  85344. * Execute a function that is physics-plugin specific.
  85345. * @param {Function} func the function that will be executed.
  85346. * It accepts two parameters: the physics world and the physics joint
  85347. */
  85348. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  85349. /**
  85350. * Distance-Joint type
  85351. */
  85352. static DistanceJoint: number;
  85353. /**
  85354. * Hinge-Joint type
  85355. */
  85356. static HingeJoint: number;
  85357. /**
  85358. * Ball-and-Socket joint type
  85359. */
  85360. static BallAndSocketJoint: number;
  85361. /**
  85362. * Wheel-Joint type
  85363. */
  85364. static WheelJoint: number;
  85365. /**
  85366. * Slider-Joint type
  85367. */
  85368. static SliderJoint: number;
  85369. /**
  85370. * Prismatic-Joint type
  85371. */
  85372. static PrismaticJoint: number;
  85373. /**
  85374. * Universal-Joint type
  85375. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  85376. */
  85377. static UniversalJoint: number;
  85378. /**
  85379. * Hinge-Joint 2 type
  85380. */
  85381. static Hinge2Joint: number;
  85382. /**
  85383. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  85384. */
  85385. static PointToPointJoint: number;
  85386. /**
  85387. * Spring-Joint type
  85388. */
  85389. static SpringJoint: number;
  85390. /**
  85391. * Lock-Joint type
  85392. */
  85393. static LockJoint: number;
  85394. }
  85395. /**
  85396. * A class representing a physics distance joint
  85397. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85398. */
  85399. export class DistanceJoint extends PhysicsJoint {
  85400. /**
  85401. *
  85402. * @param jointData The data for the Distance-Joint
  85403. */
  85404. constructor(jointData: DistanceJointData);
  85405. /**
  85406. * Update the predefined distance.
  85407. * @param maxDistance The maximum preferred distance
  85408. * @param minDistance The minimum preferred distance
  85409. */
  85410. updateDistance(maxDistance: number, minDistance?: number): void;
  85411. }
  85412. /**
  85413. * Represents a Motor-Enabled Joint
  85414. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85415. */
  85416. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  85417. /**
  85418. * Initializes the Motor-Enabled Joint
  85419. * @param type The type of the joint
  85420. * @param jointData The physica joint data for the joint
  85421. */
  85422. constructor(type: number, jointData: PhysicsJointData);
  85423. /**
  85424. * Set the motor values.
  85425. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85426. * @param force the force to apply
  85427. * @param maxForce max force for this motor.
  85428. */
  85429. setMotor(force?: number, maxForce?: number): void;
  85430. /**
  85431. * Set the motor's limits.
  85432. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85433. * @param upperLimit The upper limit of the motor
  85434. * @param lowerLimit The lower limit of the motor
  85435. */
  85436. setLimit(upperLimit: number, lowerLimit?: number): void;
  85437. }
  85438. /**
  85439. * This class represents a single physics Hinge-Joint
  85440. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85441. */
  85442. export class HingeJoint extends MotorEnabledJoint {
  85443. /**
  85444. * Initializes the Hinge-Joint
  85445. * @param jointData The joint data for the Hinge-Joint
  85446. */
  85447. constructor(jointData: PhysicsJointData);
  85448. /**
  85449. * Set the motor values.
  85450. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85451. * @param {number} force the force to apply
  85452. * @param {number} maxForce max force for this motor.
  85453. */
  85454. setMotor(force?: number, maxForce?: number): void;
  85455. /**
  85456. * Set the motor's limits.
  85457. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85458. * @param upperLimit The upper limit of the motor
  85459. * @param lowerLimit The lower limit of the motor
  85460. */
  85461. setLimit(upperLimit: number, lowerLimit?: number): void;
  85462. }
  85463. /**
  85464. * This class represents a dual hinge physics joint (same as wheel joint)
  85465. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85466. */
  85467. export class Hinge2Joint extends MotorEnabledJoint {
  85468. /**
  85469. * Initializes the Hinge2-Joint
  85470. * @param jointData The joint data for the Hinge2-Joint
  85471. */
  85472. constructor(jointData: PhysicsJointData);
  85473. /**
  85474. * Set the motor values.
  85475. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85476. * @param {number} targetSpeed the speed the motor is to reach
  85477. * @param {number} maxForce max force for this motor.
  85478. * @param {motorIndex} the motor's index, 0 or 1.
  85479. */
  85480. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  85481. /**
  85482. * Set the motor limits.
  85483. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85484. * @param {number} upperLimit the upper limit
  85485. * @param {number} lowerLimit lower limit
  85486. * @param {motorIndex} the motor's index, 0 or 1.
  85487. */
  85488. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85489. }
  85490. /**
  85491. * Interface for a motor enabled joint
  85492. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85493. */
  85494. export interface IMotorEnabledJoint {
  85495. /**
  85496. * Physics joint
  85497. */
  85498. physicsJoint: any;
  85499. /**
  85500. * Sets the motor of the motor-enabled joint
  85501. * @param force The force of the motor
  85502. * @param maxForce The maximum force of the motor
  85503. * @param motorIndex The index of the motor
  85504. */
  85505. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  85506. /**
  85507. * Sets the limit of the motor
  85508. * @param upperLimit The upper limit of the motor
  85509. * @param lowerLimit The lower limit of the motor
  85510. * @param motorIndex The index of the motor
  85511. */
  85512. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85513. }
  85514. /**
  85515. * Joint data for a Distance-Joint
  85516. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85517. */
  85518. export interface DistanceJointData extends PhysicsJointData {
  85519. /**
  85520. * Max distance the 2 joint objects can be apart
  85521. */
  85522. maxDistance: number;
  85523. }
  85524. /**
  85525. * Joint data from a spring joint
  85526. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85527. */
  85528. export interface SpringJointData extends PhysicsJointData {
  85529. /**
  85530. * Length of the spring
  85531. */
  85532. length: number;
  85533. /**
  85534. * Stiffness of the spring
  85535. */
  85536. stiffness: number;
  85537. /**
  85538. * Damping of the spring
  85539. */
  85540. damping: number;
  85541. /** this callback will be called when applying the force to the impostors. */
  85542. forceApplicationCallback: () => void;
  85543. }
  85544. }
  85545. declare module BABYLON {
  85546. /**
  85547. * Holds the data for the raycast result
  85548. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85549. */
  85550. export class PhysicsRaycastResult {
  85551. private _hasHit;
  85552. private _hitDistance;
  85553. private _hitNormalWorld;
  85554. private _hitPointWorld;
  85555. private _rayFromWorld;
  85556. private _rayToWorld;
  85557. /**
  85558. * Gets if there was a hit
  85559. */
  85560. readonly hasHit: boolean;
  85561. /**
  85562. * Gets the distance from the hit
  85563. */
  85564. readonly hitDistance: number;
  85565. /**
  85566. * Gets the hit normal/direction in the world
  85567. */
  85568. readonly hitNormalWorld: Vector3;
  85569. /**
  85570. * Gets the hit point in the world
  85571. */
  85572. readonly hitPointWorld: Vector3;
  85573. /**
  85574. * Gets the ray "start point" of the ray in the world
  85575. */
  85576. readonly rayFromWorld: Vector3;
  85577. /**
  85578. * Gets the ray "end point" of the ray in the world
  85579. */
  85580. readonly rayToWorld: Vector3;
  85581. /**
  85582. * Sets the hit data (normal & point in world space)
  85583. * @param hitNormalWorld defines the normal in world space
  85584. * @param hitPointWorld defines the point in world space
  85585. */
  85586. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  85587. /**
  85588. * Sets the distance from the start point to the hit point
  85589. * @param distance
  85590. */
  85591. setHitDistance(distance: number): void;
  85592. /**
  85593. * Calculates the distance manually
  85594. */
  85595. calculateHitDistance(): void;
  85596. /**
  85597. * Resets all the values to default
  85598. * @param from The from point on world space
  85599. * @param to The to point on world space
  85600. */
  85601. reset(from?: Vector3, to?: Vector3): void;
  85602. }
  85603. /**
  85604. * Interface for the size containing width and height
  85605. */
  85606. interface IXYZ {
  85607. /**
  85608. * X
  85609. */
  85610. x: number;
  85611. /**
  85612. * Y
  85613. */
  85614. y: number;
  85615. /**
  85616. * Z
  85617. */
  85618. z: number;
  85619. }
  85620. }
  85621. declare module BABYLON {
  85622. /**
  85623. * Interface used to describe a physics joint
  85624. */
  85625. export interface PhysicsImpostorJoint {
  85626. /** Defines the main impostor to which the joint is linked */
  85627. mainImpostor: PhysicsImpostor;
  85628. /** Defines the impostor that is connected to the main impostor using this joint */
  85629. connectedImpostor: PhysicsImpostor;
  85630. /** Defines the joint itself */
  85631. joint: PhysicsJoint;
  85632. }
  85633. /** @hidden */
  85634. export interface IPhysicsEnginePlugin {
  85635. world: any;
  85636. name: string;
  85637. setGravity(gravity: Vector3): void;
  85638. setTimeStep(timeStep: number): void;
  85639. getTimeStep(): number;
  85640. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  85641. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  85642. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  85643. generatePhysicsBody(impostor: PhysicsImpostor): void;
  85644. removePhysicsBody(impostor: PhysicsImpostor): void;
  85645. generateJoint(joint: PhysicsImpostorJoint): void;
  85646. removeJoint(joint: PhysicsImpostorJoint): void;
  85647. isSupported(): boolean;
  85648. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  85649. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  85650. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  85651. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  85652. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  85653. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  85654. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  85655. getBodyMass(impostor: PhysicsImpostor): number;
  85656. getBodyFriction(impostor: PhysicsImpostor): number;
  85657. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  85658. getBodyRestitution(impostor: PhysicsImpostor): number;
  85659. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  85660. getBodyPressure?(impostor: PhysicsImpostor): number;
  85661. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  85662. getBodyStiffness?(impostor: PhysicsImpostor): number;
  85663. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  85664. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  85665. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  85666. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  85667. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  85668. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  85669. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  85670. sleepBody(impostor: PhysicsImpostor): void;
  85671. wakeUpBody(impostor: PhysicsImpostor): void;
  85672. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  85673. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  85674. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  85675. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85676. getRadius(impostor: PhysicsImpostor): number;
  85677. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  85678. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  85679. dispose(): void;
  85680. }
  85681. /**
  85682. * Interface used to define a physics engine
  85683. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  85684. */
  85685. export interface IPhysicsEngine {
  85686. /**
  85687. * Gets the gravity vector used by the simulation
  85688. */
  85689. gravity: Vector3;
  85690. /**
  85691. * Sets the gravity vector used by the simulation
  85692. * @param gravity defines the gravity vector to use
  85693. */
  85694. setGravity(gravity: Vector3): void;
  85695. /**
  85696. * Set the time step of the physics engine.
  85697. * Default is 1/60.
  85698. * To slow it down, enter 1/600 for example.
  85699. * To speed it up, 1/30
  85700. * @param newTimeStep the new timestep to apply to this world.
  85701. */
  85702. setTimeStep(newTimeStep: number): void;
  85703. /**
  85704. * Get the time step of the physics engine.
  85705. * @returns the current time step
  85706. */
  85707. getTimeStep(): number;
  85708. /**
  85709. * Release all resources
  85710. */
  85711. dispose(): void;
  85712. /**
  85713. * Gets the name of the current physics plugin
  85714. * @returns the name of the plugin
  85715. */
  85716. getPhysicsPluginName(): string;
  85717. /**
  85718. * Adding a new impostor for the impostor tracking.
  85719. * This will be done by the impostor itself.
  85720. * @param impostor the impostor to add
  85721. */
  85722. addImpostor(impostor: PhysicsImpostor): void;
  85723. /**
  85724. * Remove an impostor from the engine.
  85725. * This impostor and its mesh will not longer be updated by the physics engine.
  85726. * @param impostor the impostor to remove
  85727. */
  85728. removeImpostor(impostor: PhysicsImpostor): void;
  85729. /**
  85730. * Add a joint to the physics engine
  85731. * @param mainImpostor defines the main impostor to which the joint is added.
  85732. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  85733. * @param joint defines the joint that will connect both impostors.
  85734. */
  85735. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  85736. /**
  85737. * Removes a joint from the simulation
  85738. * @param mainImpostor defines the impostor used with the joint
  85739. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  85740. * @param joint defines the joint to remove
  85741. */
  85742. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  85743. /**
  85744. * Gets the current plugin used to run the simulation
  85745. * @returns current plugin
  85746. */
  85747. getPhysicsPlugin(): IPhysicsEnginePlugin;
  85748. /**
  85749. * Gets the list of physic impostors
  85750. * @returns an array of PhysicsImpostor
  85751. */
  85752. getImpostors(): Array<PhysicsImpostor>;
  85753. /**
  85754. * Gets the impostor for a physics enabled object
  85755. * @param object defines the object impersonated by the impostor
  85756. * @returns the PhysicsImpostor or null if not found
  85757. */
  85758. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  85759. /**
  85760. * Gets the impostor for a physics body object
  85761. * @param body defines physics body used by the impostor
  85762. * @returns the PhysicsImpostor or null if not found
  85763. */
  85764. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  85765. /**
  85766. * Does a raycast in the physics world
  85767. * @param from when should the ray start?
  85768. * @param to when should the ray end?
  85769. * @returns PhysicsRaycastResult
  85770. */
  85771. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  85772. /**
  85773. * Called by the scene. No need to call it.
  85774. * @param delta defines the timespam between frames
  85775. */
  85776. _step(delta: number): void;
  85777. }
  85778. }
  85779. declare module BABYLON {
  85780. /**
  85781. * The interface for the physics imposter parameters
  85782. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85783. */
  85784. export interface PhysicsImpostorParameters {
  85785. /**
  85786. * The mass of the physics imposter
  85787. */
  85788. mass: number;
  85789. /**
  85790. * The friction of the physics imposter
  85791. */
  85792. friction?: number;
  85793. /**
  85794. * The coefficient of restitution of the physics imposter
  85795. */
  85796. restitution?: number;
  85797. /**
  85798. * The native options of the physics imposter
  85799. */
  85800. nativeOptions?: any;
  85801. /**
  85802. * Specifies if the parent should be ignored
  85803. */
  85804. ignoreParent?: boolean;
  85805. /**
  85806. * Specifies if bi-directional transformations should be disabled
  85807. */
  85808. disableBidirectionalTransformation?: boolean;
  85809. /**
  85810. * The pressure inside the physics imposter, soft object only
  85811. */
  85812. pressure?: number;
  85813. /**
  85814. * The stiffness the physics imposter, soft object only
  85815. */
  85816. stiffness?: number;
  85817. /**
  85818. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  85819. */
  85820. velocityIterations?: number;
  85821. /**
  85822. * The number of iterations used in maintaining consistent vertex positions, soft object only
  85823. */
  85824. positionIterations?: number;
  85825. /**
  85826. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  85827. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  85828. * Add to fix multiple points
  85829. */
  85830. fixedPoints?: number;
  85831. /**
  85832. * The collision margin around a soft object
  85833. */
  85834. margin?: number;
  85835. /**
  85836. * The collision margin around a soft object
  85837. */
  85838. damping?: number;
  85839. /**
  85840. * The path for a rope based on an extrusion
  85841. */
  85842. path?: any;
  85843. /**
  85844. * The shape of an extrusion used for a rope based on an extrusion
  85845. */
  85846. shape?: any;
  85847. }
  85848. /**
  85849. * Interface for a physics-enabled object
  85850. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85851. */
  85852. export interface IPhysicsEnabledObject {
  85853. /**
  85854. * The position of the physics-enabled object
  85855. */
  85856. position: Vector3;
  85857. /**
  85858. * The rotation of the physics-enabled object
  85859. */
  85860. rotationQuaternion: Nullable<Quaternion>;
  85861. /**
  85862. * The scale of the physics-enabled object
  85863. */
  85864. scaling: Vector3;
  85865. /**
  85866. * The rotation of the physics-enabled object
  85867. */
  85868. rotation?: Vector3;
  85869. /**
  85870. * The parent of the physics-enabled object
  85871. */
  85872. parent?: any;
  85873. /**
  85874. * The bounding info of the physics-enabled object
  85875. * @returns The bounding info of the physics-enabled object
  85876. */
  85877. getBoundingInfo(): BoundingInfo;
  85878. /**
  85879. * Computes the world matrix
  85880. * @param force Specifies if the world matrix should be computed by force
  85881. * @returns A world matrix
  85882. */
  85883. computeWorldMatrix(force: boolean): Matrix;
  85884. /**
  85885. * Gets the world matrix
  85886. * @returns A world matrix
  85887. */
  85888. getWorldMatrix?(): Matrix;
  85889. /**
  85890. * Gets the child meshes
  85891. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  85892. * @returns An array of abstract meshes
  85893. */
  85894. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  85895. /**
  85896. * Gets the vertex data
  85897. * @param kind The type of vertex data
  85898. * @returns A nullable array of numbers, or a float32 array
  85899. */
  85900. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  85901. /**
  85902. * Gets the indices from the mesh
  85903. * @returns A nullable array of index arrays
  85904. */
  85905. getIndices?(): Nullable<IndicesArray>;
  85906. /**
  85907. * Gets the scene from the mesh
  85908. * @returns the indices array or null
  85909. */
  85910. getScene?(): Scene;
  85911. /**
  85912. * Gets the absolute position from the mesh
  85913. * @returns the absolute position
  85914. */
  85915. getAbsolutePosition(): Vector3;
  85916. /**
  85917. * Gets the absolute pivot point from the mesh
  85918. * @returns the absolute pivot point
  85919. */
  85920. getAbsolutePivotPoint(): Vector3;
  85921. /**
  85922. * Rotates the mesh
  85923. * @param axis The axis of rotation
  85924. * @param amount The amount of rotation
  85925. * @param space The space of the rotation
  85926. * @returns The rotation transform node
  85927. */
  85928. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  85929. /**
  85930. * Translates the mesh
  85931. * @param axis The axis of translation
  85932. * @param distance The distance of translation
  85933. * @param space The space of the translation
  85934. * @returns The transform node
  85935. */
  85936. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  85937. /**
  85938. * Sets the absolute position of the mesh
  85939. * @param absolutePosition The absolute position of the mesh
  85940. * @returns The transform node
  85941. */
  85942. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  85943. /**
  85944. * Gets the class name of the mesh
  85945. * @returns The class name
  85946. */
  85947. getClassName(): string;
  85948. }
  85949. /**
  85950. * Represents a physics imposter
  85951. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85952. */
  85953. export class PhysicsImpostor {
  85954. /**
  85955. * The physics-enabled object used as the physics imposter
  85956. */
  85957. object: IPhysicsEnabledObject;
  85958. /**
  85959. * The type of the physics imposter
  85960. */
  85961. type: number;
  85962. private _options;
  85963. private _scene?;
  85964. /**
  85965. * The default object size of the imposter
  85966. */
  85967. static DEFAULT_OBJECT_SIZE: Vector3;
  85968. /**
  85969. * The identity quaternion of the imposter
  85970. */
  85971. static IDENTITY_QUATERNION: Quaternion;
  85972. /** @hidden */
  85973. _pluginData: any;
  85974. private _physicsEngine;
  85975. private _physicsBody;
  85976. private _bodyUpdateRequired;
  85977. private _onBeforePhysicsStepCallbacks;
  85978. private _onAfterPhysicsStepCallbacks;
  85979. /** @hidden */
  85980. _onPhysicsCollideCallbacks: Array<{
  85981. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  85982. otherImpostors: Array<PhysicsImpostor>;
  85983. }>;
  85984. private _deltaPosition;
  85985. private _deltaRotation;
  85986. private _deltaRotationConjugated;
  85987. /** @hidden */
  85988. _isFromLine: boolean;
  85989. private _parent;
  85990. private _isDisposed;
  85991. private static _tmpVecs;
  85992. private static _tmpQuat;
  85993. /**
  85994. * Specifies if the physics imposter is disposed
  85995. */
  85996. readonly isDisposed: boolean;
  85997. /**
  85998. * Gets the mass of the physics imposter
  85999. */
  86000. mass: number;
  86001. /**
  86002. * Gets the coefficient of friction
  86003. */
  86004. /**
  86005. * Sets the coefficient of friction
  86006. */
  86007. friction: number;
  86008. /**
  86009. * Gets the coefficient of restitution
  86010. */
  86011. /**
  86012. * Sets the coefficient of restitution
  86013. */
  86014. restitution: number;
  86015. /**
  86016. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86017. */
  86018. /**
  86019. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86020. */
  86021. pressure: number;
  86022. /**
  86023. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86024. */
  86025. /**
  86026. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86027. */
  86028. stiffness: number;
  86029. /**
  86030. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86031. */
  86032. /**
  86033. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86034. */
  86035. velocityIterations: number;
  86036. /**
  86037. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86038. */
  86039. /**
  86040. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86041. */
  86042. positionIterations: number;
  86043. /**
  86044. * The unique id of the physics imposter
  86045. * set by the physics engine when adding this impostor to the array
  86046. */
  86047. uniqueId: number;
  86048. /**
  86049. * @hidden
  86050. */
  86051. soft: boolean;
  86052. /**
  86053. * @hidden
  86054. */
  86055. segments: number;
  86056. private _joints;
  86057. /**
  86058. * Initializes the physics imposter
  86059. * @param object The physics-enabled object used as the physics imposter
  86060. * @param type The type of the physics imposter
  86061. * @param _options The options for the physics imposter
  86062. * @param _scene The Babylon scene
  86063. */
  86064. constructor(
  86065. /**
  86066. * The physics-enabled object used as the physics imposter
  86067. */
  86068. object: IPhysicsEnabledObject,
  86069. /**
  86070. * The type of the physics imposter
  86071. */
  86072. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86073. /**
  86074. * This function will completly initialize this impostor.
  86075. * It will create a new body - but only if this mesh has no parent.
  86076. * If it has, this impostor will not be used other than to define the impostor
  86077. * of the child mesh.
  86078. * @hidden
  86079. */
  86080. _init(): void;
  86081. private _getPhysicsParent;
  86082. /**
  86083. * Should a new body be generated.
  86084. * @returns boolean specifying if body initialization is required
  86085. */
  86086. isBodyInitRequired(): boolean;
  86087. /**
  86088. * Sets the updated scaling
  86089. * @param updated Specifies if the scaling is updated
  86090. */
  86091. setScalingUpdated(): void;
  86092. /**
  86093. * Force a regeneration of this or the parent's impostor's body.
  86094. * Use under cautious - This will remove all joints already implemented.
  86095. */
  86096. forceUpdate(): void;
  86097. /**
  86098. * Gets the body that holds this impostor. Either its own, or its parent.
  86099. */
  86100. /**
  86101. * Set the physics body. Used mainly by the physics engine/plugin
  86102. */
  86103. physicsBody: any;
  86104. /**
  86105. * Get the parent of the physics imposter
  86106. * @returns Physics imposter or null
  86107. */
  86108. /**
  86109. * Sets the parent of the physics imposter
  86110. */
  86111. parent: Nullable<PhysicsImpostor>;
  86112. /**
  86113. * Resets the update flags
  86114. */
  86115. resetUpdateFlags(): void;
  86116. /**
  86117. * Gets the object extend size
  86118. * @returns the object extend size
  86119. */
  86120. getObjectExtendSize(): Vector3;
  86121. /**
  86122. * Gets the object center
  86123. * @returns The object center
  86124. */
  86125. getObjectCenter(): Vector3;
  86126. /**
  86127. * Get a specific parametes from the options parameter
  86128. * @param paramName The object parameter name
  86129. * @returns The object parameter
  86130. */
  86131. getParam(paramName: string): any;
  86132. /**
  86133. * Sets a specific parameter in the options given to the physics plugin
  86134. * @param paramName The parameter name
  86135. * @param value The value of the parameter
  86136. */
  86137. setParam(paramName: string, value: number): void;
  86138. /**
  86139. * Specifically change the body's mass option. Won't recreate the physics body object
  86140. * @param mass The mass of the physics imposter
  86141. */
  86142. setMass(mass: number): void;
  86143. /**
  86144. * Gets the linear velocity
  86145. * @returns linear velocity or null
  86146. */
  86147. getLinearVelocity(): Nullable<Vector3>;
  86148. /**
  86149. * Sets the linear velocity
  86150. * @param velocity linear velocity or null
  86151. */
  86152. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86153. /**
  86154. * Gets the angular velocity
  86155. * @returns angular velocity or null
  86156. */
  86157. getAngularVelocity(): Nullable<Vector3>;
  86158. /**
  86159. * Sets the angular velocity
  86160. * @param velocity The velocity or null
  86161. */
  86162. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86163. /**
  86164. * Execute a function with the physics plugin native code
  86165. * Provide a function the will have two variables - the world object and the physics body object
  86166. * @param func The function to execute with the physics plugin native code
  86167. */
  86168. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86169. /**
  86170. * Register a function that will be executed before the physics world is stepping forward
  86171. * @param func The function to execute before the physics world is stepped forward
  86172. */
  86173. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86174. /**
  86175. * Unregister a function that will be executed before the physics world is stepping forward
  86176. * @param func The function to execute before the physics world is stepped forward
  86177. */
  86178. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86179. /**
  86180. * Register a function that will be executed after the physics step
  86181. * @param func The function to execute after physics step
  86182. */
  86183. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86184. /**
  86185. * Unregisters a function that will be executed after the physics step
  86186. * @param func The function to execute after physics step
  86187. */
  86188. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86189. /**
  86190. * register a function that will be executed when this impostor collides against a different body
  86191. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86192. * @param func Callback that is executed on collision
  86193. */
  86194. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86195. /**
  86196. * Unregisters the physics imposter on contact
  86197. * @param collideAgainst The physics object to collide against
  86198. * @param func Callback to execute on collision
  86199. */
  86200. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86201. private _tmpQuat;
  86202. private _tmpQuat2;
  86203. /**
  86204. * Get the parent rotation
  86205. * @returns The parent rotation
  86206. */
  86207. getParentsRotation(): Quaternion;
  86208. /**
  86209. * this function is executed by the physics engine.
  86210. */
  86211. beforeStep: () => void;
  86212. /**
  86213. * this function is executed by the physics engine
  86214. */
  86215. afterStep: () => void;
  86216. /**
  86217. * Legacy collision detection event support
  86218. */
  86219. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86220. /**
  86221. * event and body object due to cannon's event-based architecture.
  86222. */
  86223. onCollide: (e: {
  86224. body: any;
  86225. }) => void;
  86226. /**
  86227. * Apply a force
  86228. * @param force The force to apply
  86229. * @param contactPoint The contact point for the force
  86230. * @returns The physics imposter
  86231. */
  86232. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86233. /**
  86234. * Apply an impulse
  86235. * @param force The impulse force
  86236. * @param contactPoint The contact point for the impulse force
  86237. * @returns The physics imposter
  86238. */
  86239. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86240. /**
  86241. * A help function to create a joint
  86242. * @param otherImpostor A physics imposter used to create a joint
  86243. * @param jointType The type of joint
  86244. * @param jointData The data for the joint
  86245. * @returns The physics imposter
  86246. */
  86247. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86248. /**
  86249. * Add a joint to this impostor with a different impostor
  86250. * @param otherImpostor A physics imposter used to add a joint
  86251. * @param joint The joint to add
  86252. * @returns The physics imposter
  86253. */
  86254. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  86255. /**
  86256. * Add an anchor to a cloth impostor
  86257. * @param otherImpostor rigid impostor to anchor to
  86258. * @param width ratio across width from 0 to 1
  86259. * @param height ratio up height from 0 to 1
  86260. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  86261. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  86262. * @returns impostor the soft imposter
  86263. */
  86264. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86265. /**
  86266. * Add a hook to a rope impostor
  86267. * @param otherImpostor rigid impostor to anchor to
  86268. * @param length ratio across rope from 0 to 1
  86269. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  86270. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  86271. * @returns impostor the rope imposter
  86272. */
  86273. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86274. /**
  86275. * Will keep this body still, in a sleep mode.
  86276. * @returns the physics imposter
  86277. */
  86278. sleep(): PhysicsImpostor;
  86279. /**
  86280. * Wake the body up.
  86281. * @returns The physics imposter
  86282. */
  86283. wakeUp(): PhysicsImpostor;
  86284. /**
  86285. * Clones the physics imposter
  86286. * @param newObject The physics imposter clones to this physics-enabled object
  86287. * @returns A nullable physics imposter
  86288. */
  86289. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86290. /**
  86291. * Disposes the physics imposter
  86292. */
  86293. dispose(): void;
  86294. /**
  86295. * Sets the delta position
  86296. * @param position The delta position amount
  86297. */
  86298. setDeltaPosition(position: Vector3): void;
  86299. /**
  86300. * Sets the delta rotation
  86301. * @param rotation The delta rotation amount
  86302. */
  86303. setDeltaRotation(rotation: Quaternion): void;
  86304. /**
  86305. * Gets the box size of the physics imposter and stores the result in the input parameter
  86306. * @param result Stores the box size
  86307. * @returns The physics imposter
  86308. */
  86309. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  86310. /**
  86311. * Gets the radius of the physics imposter
  86312. * @returns Radius of the physics imposter
  86313. */
  86314. getRadius(): number;
  86315. /**
  86316. * Sync a bone with this impostor
  86317. * @param bone The bone to sync to the impostor.
  86318. * @param boneMesh The mesh that the bone is influencing.
  86319. * @param jointPivot The pivot of the joint / bone in local space.
  86320. * @param distToJoint Optional distance from the impostor to the joint.
  86321. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86322. */
  86323. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  86324. /**
  86325. * Sync impostor to a bone
  86326. * @param bone The bone that the impostor will be synced to.
  86327. * @param boneMesh The mesh that the bone is influencing.
  86328. * @param jointPivot The pivot of the joint / bone in local space.
  86329. * @param distToJoint Optional distance from the impostor to the joint.
  86330. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86331. * @param boneAxis Optional vector3 axis the bone is aligned with
  86332. */
  86333. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  86334. /**
  86335. * No-Imposter type
  86336. */
  86337. static NoImpostor: number;
  86338. /**
  86339. * Sphere-Imposter type
  86340. */
  86341. static SphereImpostor: number;
  86342. /**
  86343. * Box-Imposter type
  86344. */
  86345. static BoxImpostor: number;
  86346. /**
  86347. * Plane-Imposter type
  86348. */
  86349. static PlaneImpostor: number;
  86350. /**
  86351. * Mesh-imposter type
  86352. */
  86353. static MeshImpostor: number;
  86354. /**
  86355. * Capsule-Impostor type (Ammo.js plugin only)
  86356. */
  86357. static CapsuleImpostor: number;
  86358. /**
  86359. * Cylinder-Imposter type
  86360. */
  86361. static CylinderImpostor: number;
  86362. /**
  86363. * Particle-Imposter type
  86364. */
  86365. static ParticleImpostor: number;
  86366. /**
  86367. * Heightmap-Imposter type
  86368. */
  86369. static HeightmapImpostor: number;
  86370. /**
  86371. * ConvexHull-Impostor type (Ammo.js plugin only)
  86372. */
  86373. static ConvexHullImpostor: number;
  86374. /**
  86375. * Rope-Imposter type
  86376. */
  86377. static RopeImpostor: number;
  86378. /**
  86379. * Cloth-Imposter type
  86380. */
  86381. static ClothImpostor: number;
  86382. /**
  86383. * Softbody-Imposter type
  86384. */
  86385. static SoftbodyImpostor: number;
  86386. }
  86387. }
  86388. declare module BABYLON {
  86389. /**
  86390. * @hidden
  86391. **/
  86392. export class _CreationDataStorage {
  86393. closePath?: boolean;
  86394. closeArray?: boolean;
  86395. idx: number[];
  86396. dashSize: number;
  86397. gapSize: number;
  86398. path3D: Path3D;
  86399. pathArray: Vector3[][];
  86400. arc: number;
  86401. radius: number;
  86402. cap: number;
  86403. tessellation: number;
  86404. }
  86405. /**
  86406. * @hidden
  86407. **/
  86408. class _InstanceDataStorage {
  86409. visibleInstances: any;
  86410. batchCache: _InstancesBatch;
  86411. instancesBufferSize: number;
  86412. instancesBuffer: Nullable<Buffer>;
  86413. instancesData: Float32Array;
  86414. overridenInstanceCount: number;
  86415. isFrozen: boolean;
  86416. previousBatch: Nullable<_InstancesBatch>;
  86417. hardwareInstancedRendering: boolean;
  86418. sideOrientation: number;
  86419. }
  86420. /**
  86421. * @hidden
  86422. **/
  86423. export class _InstancesBatch {
  86424. mustReturn: boolean;
  86425. visibleInstances: Nullable<InstancedMesh[]>[];
  86426. renderSelf: boolean[];
  86427. hardwareInstancedRendering: boolean[];
  86428. }
  86429. /**
  86430. * Class used to represent renderable models
  86431. */
  86432. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  86433. /**
  86434. * Mesh side orientation : usually the external or front surface
  86435. */
  86436. static readonly FRONTSIDE: number;
  86437. /**
  86438. * Mesh side orientation : usually the internal or back surface
  86439. */
  86440. static readonly BACKSIDE: number;
  86441. /**
  86442. * Mesh side orientation : both internal and external or front and back surfaces
  86443. */
  86444. static readonly DOUBLESIDE: number;
  86445. /**
  86446. * Mesh side orientation : by default, `FRONTSIDE`
  86447. */
  86448. static readonly DEFAULTSIDE: number;
  86449. /**
  86450. * Mesh cap setting : no cap
  86451. */
  86452. static readonly NO_CAP: number;
  86453. /**
  86454. * Mesh cap setting : one cap at the beginning of the mesh
  86455. */
  86456. static readonly CAP_START: number;
  86457. /**
  86458. * Mesh cap setting : one cap at the end of the mesh
  86459. */
  86460. static readonly CAP_END: number;
  86461. /**
  86462. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  86463. */
  86464. static readonly CAP_ALL: number;
  86465. /**
  86466. * Mesh pattern setting : no flip or rotate
  86467. */
  86468. static readonly NO_FLIP: number;
  86469. /**
  86470. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  86471. */
  86472. static readonly FLIP_TILE: number;
  86473. /**
  86474. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  86475. */
  86476. static readonly ROTATE_TILE: number;
  86477. /**
  86478. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  86479. */
  86480. static readonly FLIP_ROW: number;
  86481. /**
  86482. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  86483. */
  86484. static readonly ROTATE_ROW: number;
  86485. /**
  86486. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  86487. */
  86488. static readonly FLIP_N_ROTATE_TILE: number;
  86489. /**
  86490. * Mesh pattern setting : rotate pattern and rotate
  86491. */
  86492. static readonly FLIP_N_ROTATE_ROW: number;
  86493. /**
  86494. * Mesh tile positioning : part tiles same on left/right or top/bottom
  86495. */
  86496. static readonly CENTER: number;
  86497. /**
  86498. * Mesh tile positioning : part tiles on left
  86499. */
  86500. static readonly LEFT: number;
  86501. /**
  86502. * Mesh tile positioning : part tiles on right
  86503. */
  86504. static readonly RIGHT: number;
  86505. /**
  86506. * Mesh tile positioning : part tiles on top
  86507. */
  86508. static readonly TOP: number;
  86509. /**
  86510. * Mesh tile positioning : part tiles on bottom
  86511. */
  86512. static readonly BOTTOM: number;
  86513. /**
  86514. * Gets the default side orientation.
  86515. * @param orientation the orientation to value to attempt to get
  86516. * @returns the default orientation
  86517. * @hidden
  86518. */
  86519. static _GetDefaultSideOrientation(orientation?: number): number;
  86520. private _internalMeshDataInfo;
  86521. /**
  86522. * An event triggered before rendering the mesh
  86523. */
  86524. readonly onBeforeRenderObservable: Observable<Mesh>;
  86525. /**
  86526. * An event triggered before binding the mesh
  86527. */
  86528. readonly onBeforeBindObservable: Observable<Mesh>;
  86529. /**
  86530. * An event triggered after rendering the mesh
  86531. */
  86532. readonly onAfterRenderObservable: Observable<Mesh>;
  86533. /**
  86534. * An event triggered before drawing the mesh
  86535. */
  86536. readonly onBeforeDrawObservable: Observable<Mesh>;
  86537. private _onBeforeDrawObserver;
  86538. /**
  86539. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  86540. */
  86541. onBeforeDraw: () => void;
  86542. /**
  86543. * Gets the delay loading state of the mesh (when delay loading is turned on)
  86544. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  86545. */
  86546. delayLoadState: number;
  86547. /**
  86548. * Gets the list of instances created from this mesh
  86549. * it is not supposed to be modified manually.
  86550. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  86551. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  86552. */
  86553. instances: InstancedMesh[];
  86554. /**
  86555. * Gets the file containing delay loading data for this mesh
  86556. */
  86557. delayLoadingFile: string;
  86558. /** @hidden */
  86559. _binaryInfo: any;
  86560. /**
  86561. * User defined function used to change how LOD level selection is done
  86562. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86563. */
  86564. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  86565. /**
  86566. * Gets or sets the morph target manager
  86567. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86568. */
  86569. morphTargetManager: Nullable<MorphTargetManager>;
  86570. /** @hidden */
  86571. _creationDataStorage: Nullable<_CreationDataStorage>;
  86572. /** @hidden */
  86573. _geometry: Nullable<Geometry>;
  86574. /** @hidden */
  86575. _delayInfo: Array<string>;
  86576. /** @hidden */
  86577. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  86578. /** @hidden */
  86579. _instanceDataStorage: _InstanceDataStorage;
  86580. private _effectiveMaterial;
  86581. /** @hidden */
  86582. _shouldGenerateFlatShading: boolean;
  86583. /** @hidden */
  86584. _originalBuilderSideOrientation: number;
  86585. /**
  86586. * Use this property to change the original side orientation defined at construction time
  86587. */
  86588. overrideMaterialSideOrientation: Nullable<number>;
  86589. /**
  86590. * Gets the source mesh (the one used to clone this one from)
  86591. */
  86592. readonly source: Nullable<Mesh>;
  86593. /**
  86594. * Gets or sets a boolean indicating that this mesh does not use index buffer
  86595. */
  86596. isUnIndexed: boolean;
  86597. /**
  86598. * @constructor
  86599. * @param name The value used by scene.getMeshByName() to do a lookup.
  86600. * @param scene The scene to add this mesh to.
  86601. * @param parent The parent of this mesh, if it has one
  86602. * @param source An optional Mesh from which geometry is shared, cloned.
  86603. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  86604. * When false, achieved by calling a clone(), also passing False.
  86605. * This will make creation of children, recursive.
  86606. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  86607. */
  86608. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  86609. /**
  86610. * Gets the class name
  86611. * @returns the string "Mesh".
  86612. */
  86613. getClassName(): string;
  86614. /** @hidden */
  86615. readonly _isMesh: boolean;
  86616. /**
  86617. * Returns a description of this mesh
  86618. * @param fullDetails define if full details about this mesh must be used
  86619. * @returns a descriptive string representing this mesh
  86620. */
  86621. toString(fullDetails?: boolean): string;
  86622. /** @hidden */
  86623. _unBindEffect(): void;
  86624. /**
  86625. * Gets a boolean indicating if this mesh has LOD
  86626. */
  86627. readonly hasLODLevels: boolean;
  86628. /**
  86629. * Gets the list of MeshLODLevel associated with the current mesh
  86630. * @returns an array of MeshLODLevel
  86631. */
  86632. getLODLevels(): MeshLODLevel[];
  86633. private _sortLODLevels;
  86634. /**
  86635. * Add a mesh as LOD level triggered at the given distance.
  86636. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  86637. * @param distance The distance from the center of the object to show this level
  86638. * @param mesh The mesh to be added as LOD level (can be null)
  86639. * @return This mesh (for chaining)
  86640. */
  86641. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  86642. /**
  86643. * Returns the LOD level mesh at the passed distance or null if not found.
  86644. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  86645. * @param distance The distance from the center of the object to show this level
  86646. * @returns a Mesh or `null`
  86647. */
  86648. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  86649. /**
  86650. * Remove a mesh from the LOD array
  86651. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  86652. * @param mesh defines the mesh to be removed
  86653. * @return This mesh (for chaining)
  86654. */
  86655. removeLODLevel(mesh: Mesh): Mesh;
  86656. /**
  86657. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  86658. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  86659. * @param camera defines the camera to use to compute distance
  86660. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  86661. * @return This mesh (for chaining)
  86662. */
  86663. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  86664. /**
  86665. * Gets the mesh internal Geometry object
  86666. */
  86667. readonly geometry: Nullable<Geometry>;
  86668. /**
  86669. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  86670. * @returns the total number of vertices
  86671. */
  86672. getTotalVertices(): number;
  86673. /**
  86674. * Returns the content of an associated vertex buffer
  86675. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  86676. * - VertexBuffer.PositionKind
  86677. * - VertexBuffer.UVKind
  86678. * - VertexBuffer.UV2Kind
  86679. * - VertexBuffer.UV3Kind
  86680. * - VertexBuffer.UV4Kind
  86681. * - VertexBuffer.UV5Kind
  86682. * - VertexBuffer.UV6Kind
  86683. * - VertexBuffer.ColorKind
  86684. * - VertexBuffer.MatricesIndicesKind
  86685. * - VertexBuffer.MatricesIndicesExtraKind
  86686. * - VertexBuffer.MatricesWeightsKind
  86687. * - VertexBuffer.MatricesWeightsExtraKind
  86688. * @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
  86689. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  86690. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  86691. */
  86692. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86693. /**
  86694. * Returns the mesh VertexBuffer object from the requested `kind`
  86695. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  86696. * - VertexBuffer.PositionKind
  86697. * - VertexBuffer.NormalKind
  86698. * - VertexBuffer.UVKind
  86699. * - VertexBuffer.UV2Kind
  86700. * - VertexBuffer.UV3Kind
  86701. * - VertexBuffer.UV4Kind
  86702. * - VertexBuffer.UV5Kind
  86703. * - VertexBuffer.UV6Kind
  86704. * - VertexBuffer.ColorKind
  86705. * - VertexBuffer.MatricesIndicesKind
  86706. * - VertexBuffer.MatricesIndicesExtraKind
  86707. * - VertexBuffer.MatricesWeightsKind
  86708. * - VertexBuffer.MatricesWeightsExtraKind
  86709. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  86710. */
  86711. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86712. /**
  86713. * Tests if a specific vertex buffer is associated with this mesh
  86714. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  86715. * - VertexBuffer.PositionKind
  86716. * - VertexBuffer.NormalKind
  86717. * - VertexBuffer.UVKind
  86718. * - VertexBuffer.UV2Kind
  86719. * - VertexBuffer.UV3Kind
  86720. * - VertexBuffer.UV4Kind
  86721. * - VertexBuffer.UV5Kind
  86722. * - VertexBuffer.UV6Kind
  86723. * - VertexBuffer.ColorKind
  86724. * - VertexBuffer.MatricesIndicesKind
  86725. * - VertexBuffer.MatricesIndicesExtraKind
  86726. * - VertexBuffer.MatricesWeightsKind
  86727. * - VertexBuffer.MatricesWeightsExtraKind
  86728. * @returns a boolean
  86729. */
  86730. isVerticesDataPresent(kind: string): boolean;
  86731. /**
  86732. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  86733. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  86734. * - VertexBuffer.PositionKind
  86735. * - VertexBuffer.UVKind
  86736. * - VertexBuffer.UV2Kind
  86737. * - VertexBuffer.UV3Kind
  86738. * - VertexBuffer.UV4Kind
  86739. * - VertexBuffer.UV5Kind
  86740. * - VertexBuffer.UV6Kind
  86741. * - VertexBuffer.ColorKind
  86742. * - VertexBuffer.MatricesIndicesKind
  86743. * - VertexBuffer.MatricesIndicesExtraKind
  86744. * - VertexBuffer.MatricesWeightsKind
  86745. * - VertexBuffer.MatricesWeightsExtraKind
  86746. * @returns a boolean
  86747. */
  86748. isVertexBufferUpdatable(kind: string): boolean;
  86749. /**
  86750. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  86751. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  86752. * - VertexBuffer.PositionKind
  86753. * - VertexBuffer.NormalKind
  86754. * - VertexBuffer.UVKind
  86755. * - VertexBuffer.UV2Kind
  86756. * - VertexBuffer.UV3Kind
  86757. * - VertexBuffer.UV4Kind
  86758. * - VertexBuffer.UV5Kind
  86759. * - VertexBuffer.UV6Kind
  86760. * - VertexBuffer.ColorKind
  86761. * - VertexBuffer.MatricesIndicesKind
  86762. * - VertexBuffer.MatricesIndicesExtraKind
  86763. * - VertexBuffer.MatricesWeightsKind
  86764. * - VertexBuffer.MatricesWeightsExtraKind
  86765. * @returns an array of strings
  86766. */
  86767. getVerticesDataKinds(): string[];
  86768. /**
  86769. * Returns a positive integer : the total number of indices in this mesh geometry.
  86770. * @returns the numner of indices or zero if the mesh has no geometry.
  86771. */
  86772. getTotalIndices(): number;
  86773. /**
  86774. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86775. * @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.
  86776. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86777. * @returns the indices array or an empty array if the mesh has no geometry
  86778. */
  86779. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86780. readonly isBlocked: boolean;
  86781. /**
  86782. * Determine if the current mesh is ready to be rendered
  86783. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86784. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  86785. * @returns true if all associated assets are ready (material, textures, shaders)
  86786. */
  86787. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  86788. /**
  86789. * 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.
  86790. */
  86791. readonly areNormalsFrozen: boolean;
  86792. /**
  86793. * 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.
  86794. * @returns the current mesh
  86795. */
  86796. freezeNormals(): Mesh;
  86797. /**
  86798. * 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
  86799. * @returns the current mesh
  86800. */
  86801. unfreezeNormals(): Mesh;
  86802. /**
  86803. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  86804. */
  86805. overridenInstanceCount: number;
  86806. /** @hidden */
  86807. _preActivate(): Mesh;
  86808. /** @hidden */
  86809. _preActivateForIntermediateRendering(renderId: number): Mesh;
  86810. /** @hidden */
  86811. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  86812. /**
  86813. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  86814. * This means the mesh underlying bounding box and sphere are recomputed.
  86815. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  86816. * @returns the current mesh
  86817. */
  86818. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  86819. /** @hidden */
  86820. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  86821. /**
  86822. * This function will subdivide the mesh into multiple submeshes
  86823. * @param count defines the expected number of submeshes
  86824. */
  86825. subdivide(count: number): void;
  86826. /**
  86827. * Copy a FloatArray into a specific associated vertex buffer
  86828. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86829. * - VertexBuffer.PositionKind
  86830. * - VertexBuffer.UVKind
  86831. * - VertexBuffer.UV2Kind
  86832. * - VertexBuffer.UV3Kind
  86833. * - VertexBuffer.UV4Kind
  86834. * - VertexBuffer.UV5Kind
  86835. * - VertexBuffer.UV6Kind
  86836. * - VertexBuffer.ColorKind
  86837. * - VertexBuffer.MatricesIndicesKind
  86838. * - VertexBuffer.MatricesIndicesExtraKind
  86839. * - VertexBuffer.MatricesWeightsKind
  86840. * - VertexBuffer.MatricesWeightsExtraKind
  86841. * @param data defines the data source
  86842. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  86843. * @param stride defines the data stride size (can be null)
  86844. * @returns the current mesh
  86845. */
  86846. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  86847. /**
  86848. * Flags an associated vertex buffer as updatable
  86849. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  86850. * - VertexBuffer.PositionKind
  86851. * - VertexBuffer.UVKind
  86852. * - VertexBuffer.UV2Kind
  86853. * - VertexBuffer.UV3Kind
  86854. * - VertexBuffer.UV4Kind
  86855. * - VertexBuffer.UV5Kind
  86856. * - VertexBuffer.UV6Kind
  86857. * - VertexBuffer.ColorKind
  86858. * - VertexBuffer.MatricesIndicesKind
  86859. * - VertexBuffer.MatricesIndicesExtraKind
  86860. * - VertexBuffer.MatricesWeightsKind
  86861. * - VertexBuffer.MatricesWeightsExtraKind
  86862. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  86863. */
  86864. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  86865. /**
  86866. * Sets the mesh global Vertex Buffer
  86867. * @param buffer defines the buffer to use
  86868. * @returns the current mesh
  86869. */
  86870. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  86871. /**
  86872. * Update a specific associated vertex buffer
  86873. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86874. * - VertexBuffer.PositionKind
  86875. * - VertexBuffer.UVKind
  86876. * - VertexBuffer.UV2Kind
  86877. * - VertexBuffer.UV3Kind
  86878. * - VertexBuffer.UV4Kind
  86879. * - VertexBuffer.UV5Kind
  86880. * - VertexBuffer.UV6Kind
  86881. * - VertexBuffer.ColorKind
  86882. * - VertexBuffer.MatricesIndicesKind
  86883. * - VertexBuffer.MatricesIndicesExtraKind
  86884. * - VertexBuffer.MatricesWeightsKind
  86885. * - VertexBuffer.MatricesWeightsExtraKind
  86886. * @param data defines the data source
  86887. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86888. * @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)
  86889. * @returns the current mesh
  86890. */
  86891. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  86892. /**
  86893. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  86894. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  86895. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  86896. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  86897. * @returns the current mesh
  86898. */
  86899. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  86900. /**
  86901. * Creates a un-shared specific occurence of the geometry for the mesh.
  86902. * @returns the current mesh
  86903. */
  86904. makeGeometryUnique(): Mesh;
  86905. /**
  86906. * Set the index buffer of this mesh
  86907. * @param indices defines the source data
  86908. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  86909. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  86910. * @returns the current mesh
  86911. */
  86912. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  86913. /**
  86914. * Update the current index buffer
  86915. * @param indices defines the source data
  86916. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  86917. * @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)
  86918. * @returns the current mesh
  86919. */
  86920. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  86921. /**
  86922. * Invert the geometry to move from a right handed system to a left handed one.
  86923. * @returns the current mesh
  86924. */
  86925. toLeftHanded(): Mesh;
  86926. /** @hidden */
  86927. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  86928. /** @hidden */
  86929. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  86930. /**
  86931. * Registers for this mesh a javascript function called just before the rendering process
  86932. * @param func defines the function to call before rendering this mesh
  86933. * @returns the current mesh
  86934. */
  86935. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  86936. /**
  86937. * Disposes a previously registered javascript function called before the rendering
  86938. * @param func defines the function to remove
  86939. * @returns the current mesh
  86940. */
  86941. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  86942. /**
  86943. * Registers for this mesh a javascript function called just after the rendering is complete
  86944. * @param func defines the function to call after rendering this mesh
  86945. * @returns the current mesh
  86946. */
  86947. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  86948. /**
  86949. * Disposes a previously registered javascript function called after the rendering.
  86950. * @param func defines the function to remove
  86951. * @returns the current mesh
  86952. */
  86953. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  86954. /** @hidden */
  86955. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  86956. /** @hidden */
  86957. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  86958. /** @hidden */
  86959. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  86960. /** @hidden */
  86961. _rebuild(): void;
  86962. /** @hidden */
  86963. _freeze(): void;
  86964. /** @hidden */
  86965. _unFreeze(): void;
  86966. /**
  86967. * 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
  86968. * @param subMesh defines the subMesh to render
  86969. * @param enableAlphaMode defines if alpha mode can be changed
  86970. * @returns the current mesh
  86971. */
  86972. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  86973. private _onBeforeDraw;
  86974. /**
  86975. * Renormalize the mesh and patch it up if there are no weights
  86976. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  86977. * However in the case of zero weights then we set just a single influence to 1.
  86978. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  86979. */
  86980. cleanMatrixWeights(): void;
  86981. private normalizeSkinFourWeights;
  86982. private normalizeSkinWeightsAndExtra;
  86983. /**
  86984. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  86985. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  86986. * the user know there was an issue with importing the mesh
  86987. * @returns a validation object with skinned, valid and report string
  86988. */
  86989. validateSkinning(): {
  86990. skinned: boolean;
  86991. valid: boolean;
  86992. report: string;
  86993. };
  86994. /** @hidden */
  86995. _checkDelayState(): Mesh;
  86996. private _queueLoad;
  86997. /**
  86998. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  86999. * A mesh is in the frustum if its bounding box intersects the frustum
  87000. * @param frustumPlanes defines the frustum to test
  87001. * @returns true if the mesh is in the frustum planes
  87002. */
  87003. isInFrustum(frustumPlanes: Plane[]): boolean;
  87004. /**
  87005. * Sets the mesh material by the material or multiMaterial `id` property
  87006. * @param id is a string identifying the material or the multiMaterial
  87007. * @returns the current mesh
  87008. */
  87009. setMaterialByID(id: string): Mesh;
  87010. /**
  87011. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87012. * @returns an array of IAnimatable
  87013. */
  87014. getAnimatables(): IAnimatable[];
  87015. /**
  87016. * Modifies the mesh geometry according to the passed transformation matrix.
  87017. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87018. * The mesh normals are modified using the same transformation.
  87019. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87020. * @param transform defines the transform matrix to use
  87021. * @see http://doc.babylonjs.com/resources/baking_transformations
  87022. * @returns the current mesh
  87023. */
  87024. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87025. /**
  87026. * Modifies the mesh geometry according to its own current World Matrix.
  87027. * The mesh World Matrix is then reset.
  87028. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87029. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87030. * @see http://doc.babylonjs.com/resources/baking_transformations
  87031. * @returns the current mesh
  87032. */
  87033. bakeCurrentTransformIntoVertices(): Mesh;
  87034. /** @hidden */
  87035. readonly _positions: Nullable<Vector3[]>;
  87036. /** @hidden */
  87037. _resetPointsArrayCache(): Mesh;
  87038. /** @hidden */
  87039. _generatePointsArray(): boolean;
  87040. /**
  87041. * Returns a new Mesh object generated from the current mesh properties.
  87042. * This method must not get confused with createInstance()
  87043. * @param name is a string, the name given to the new mesh
  87044. * @param newParent can be any Node object (default `null`)
  87045. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87046. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87047. * @returns a new mesh
  87048. */
  87049. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87050. /**
  87051. * Releases resources associated with this mesh.
  87052. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87053. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87054. */
  87055. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87056. /**
  87057. * Modifies the mesh geometry according to a displacement map.
  87058. * 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.
  87059. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87060. * @param url is a string, the URL from the image file is to be downloaded.
  87061. * @param minHeight is the lower limit of the displacement.
  87062. * @param maxHeight is the upper limit of the displacement.
  87063. * @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.
  87064. * @param uvOffset is an optional vector2 used to offset UV.
  87065. * @param uvScale is an optional vector2 used to scale UV.
  87066. * @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.
  87067. * @returns the Mesh.
  87068. */
  87069. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87070. /**
  87071. * Modifies the mesh geometry according to a displacementMap buffer.
  87072. * 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.
  87073. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87074. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87075. * @param heightMapWidth is the width of the buffer image.
  87076. * @param heightMapHeight is the height of the buffer image.
  87077. * @param minHeight is the lower limit of the displacement.
  87078. * @param maxHeight is the upper limit of the displacement.
  87079. * @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.
  87080. * @param uvOffset is an optional vector2 used to offset UV.
  87081. * @param uvScale is an optional vector2 used to scale UV.
  87082. * @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.
  87083. * @returns the Mesh.
  87084. */
  87085. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87086. /**
  87087. * Modify the mesh to get a flat shading rendering.
  87088. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87089. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87090. * @returns current mesh
  87091. */
  87092. convertToFlatShadedMesh(): Mesh;
  87093. /**
  87094. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87095. * In other words, more vertices, no more indices and a single bigger VBO.
  87096. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87097. * @returns current mesh
  87098. */
  87099. convertToUnIndexedMesh(): Mesh;
  87100. /**
  87101. * Inverses facet orientations.
  87102. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87103. * @param flipNormals will also inverts the normals
  87104. * @returns current mesh
  87105. */
  87106. flipFaces(flipNormals?: boolean): Mesh;
  87107. /**
  87108. * Increase the number of facets and hence vertices in a mesh
  87109. * Vertex normals are interpolated from existing vertex normals
  87110. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87111. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87112. */
  87113. increaseVertices(numberPerEdge: number): void;
  87114. /**
  87115. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87116. * This will undo any application of covertToFlatShadedMesh
  87117. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87118. */
  87119. forceSharedVertices(): void;
  87120. /** @hidden */
  87121. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87122. /** @hidden */
  87123. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87124. /**
  87125. * Creates a new InstancedMesh object from the mesh model.
  87126. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87127. * @param name defines the name of the new instance
  87128. * @returns a new InstancedMesh
  87129. */
  87130. createInstance(name: string): InstancedMesh;
  87131. /**
  87132. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87133. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87134. * @returns the current mesh
  87135. */
  87136. synchronizeInstances(): Mesh;
  87137. /**
  87138. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87139. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87140. * This should be used together with the simplification to avoid disappearing triangles.
  87141. * @param successCallback an optional success callback to be called after the optimization finished.
  87142. * @returns the current mesh
  87143. */
  87144. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87145. /**
  87146. * Serialize current mesh
  87147. * @param serializationObject defines the object which will receive the serialization data
  87148. */
  87149. serialize(serializationObject: any): void;
  87150. /** @hidden */
  87151. _syncGeometryWithMorphTargetManager(): void;
  87152. /** @hidden */
  87153. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87154. /**
  87155. * Returns a new Mesh object parsed from the source provided.
  87156. * @param parsedMesh is the source
  87157. * @param scene defines the hosting scene
  87158. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87159. * @returns a new Mesh
  87160. */
  87161. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87162. /**
  87163. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87164. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87165. * @param name defines the name of the mesh to create
  87166. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87167. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87168. * @param closePath creates a seam between the first and the last points of each path of the path array
  87169. * @param offset is taken in account only if the `pathArray` is containing a single path
  87170. * @param scene defines the hosting scene
  87171. * @param updatable defines if the mesh must be flagged as updatable
  87172. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87173. * @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)
  87174. * @returns a new Mesh
  87175. */
  87176. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87177. /**
  87178. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87179. * @param name defines the name of the mesh to create
  87180. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87181. * @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
  87182. * @param scene defines the hosting scene
  87183. * @param updatable defines if the mesh must be flagged as updatable
  87184. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87185. * @returns a new Mesh
  87186. */
  87187. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87188. /**
  87189. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87190. * @param name defines the name of the mesh to create
  87191. * @param size sets the size (float) of each box side (default 1)
  87192. * @param scene defines the hosting scene
  87193. * @param updatable defines if the mesh must be flagged as updatable
  87194. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87195. * @returns a new Mesh
  87196. */
  87197. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87198. /**
  87199. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87200. * @param name defines the name of the mesh to create
  87201. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87202. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87203. * @param scene defines the hosting scene
  87204. * @param updatable defines if the mesh must be flagged as updatable
  87205. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87206. * @returns a new Mesh
  87207. */
  87208. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87209. /**
  87210. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87211. * @param name defines the name of the mesh to create
  87212. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87213. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87214. * @param scene defines the hosting scene
  87215. * @returns a new Mesh
  87216. */
  87217. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87218. /**
  87219. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87220. * @param name defines the name of the mesh to create
  87221. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87222. * @param diameterTop set the top cap diameter (floats, default 1)
  87223. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87224. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87225. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87226. * @param scene defines the hosting scene
  87227. * @param updatable defines if the mesh must be flagged as updatable
  87228. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87229. * @returns a new Mesh
  87230. */
  87231. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87232. /**
  87233. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87234. * @param name defines the name of the mesh to create
  87235. * @param diameter sets the diameter size (float) of the torus (default 1)
  87236. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87237. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87238. * @param scene defines the hosting scene
  87239. * @param updatable defines if the mesh must be flagged as updatable
  87240. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87241. * @returns a new Mesh
  87242. */
  87243. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87244. /**
  87245. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87246. * @param name defines the name of the mesh to create
  87247. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87248. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87249. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87250. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87251. * @param p the number of windings on X axis (positive integers, default 2)
  87252. * @param q the number of windings on Y axis (positive integers, default 3)
  87253. * @param scene defines the hosting scene
  87254. * @param updatable defines if the mesh must be flagged as updatable
  87255. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87256. * @returns a new Mesh
  87257. */
  87258. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87259. /**
  87260. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  87261. * @param name defines the name of the mesh to create
  87262. * @param points is an array successive Vector3
  87263. * @param scene defines the hosting scene
  87264. * @param updatable defines if the mesh must be flagged as updatable
  87265. * @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).
  87266. * @returns a new Mesh
  87267. */
  87268. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  87269. /**
  87270. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  87271. * @param name defines the name of the mesh to create
  87272. * @param points is an array successive Vector3
  87273. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  87274. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  87275. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  87276. * @param scene defines the hosting scene
  87277. * @param updatable defines if the mesh must be flagged as updatable
  87278. * @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)
  87279. * @returns a new Mesh
  87280. */
  87281. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  87282. /**
  87283. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  87284. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  87285. * 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.
  87286. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87287. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  87288. * Remember you can only change the shape positions, not their number when updating a polygon.
  87289. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  87290. * @param name defines the name of the mesh to create
  87291. * @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
  87292. * @param scene defines the hosting scene
  87293. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87294. * @param updatable defines if the mesh must be flagged as updatable
  87295. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87296. * @param earcutInjection can be used to inject your own earcut reference
  87297. * @returns a new Mesh
  87298. */
  87299. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87300. /**
  87301. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  87302. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  87303. * @param name defines the name of the mesh to create
  87304. * @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
  87305. * @param depth defines the height of extrusion
  87306. * @param scene defines the hosting scene
  87307. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87308. * @param updatable defines if the mesh must be flagged as updatable
  87309. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87310. * @param earcutInjection can be used to inject your own earcut reference
  87311. * @returns a new Mesh
  87312. */
  87313. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87314. /**
  87315. * Creates an extruded shape mesh.
  87316. * 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
  87317. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87318. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87319. * @param name defines the name of the mesh to create
  87320. * @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
  87321. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87322. * @param scale is the value to scale the shape
  87323. * @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
  87324. * @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
  87325. * @param scene defines the hosting scene
  87326. * @param updatable defines if the mesh must be flagged as updatable
  87327. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87328. * @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)
  87329. * @returns a new Mesh
  87330. */
  87331. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87332. /**
  87333. * Creates an custom extruded shape mesh.
  87334. * The custom extrusion is a parametric shape.
  87335. * It has no predefined shape. Its final shape will depend on the input parameters.
  87336. * Please consider using the same method from the MeshBuilder class instead
  87337. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87338. * @param name defines the name of the mesh to create
  87339. * @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
  87340. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87341. * @param scaleFunction is a custom Javascript function called on each path point
  87342. * @param rotationFunction is a custom Javascript function called on each path point
  87343. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  87344. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  87345. * @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
  87346. * @param scene defines the hosting scene
  87347. * @param updatable defines if the mesh must be flagged as updatable
  87348. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87349. * @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)
  87350. * @returns a new Mesh
  87351. */
  87352. 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;
  87353. /**
  87354. * Creates lathe mesh.
  87355. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  87356. * Please consider using the same method from the MeshBuilder class instead
  87357. * @param name defines the name of the mesh to create
  87358. * @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
  87359. * @param radius is the radius value of the lathe
  87360. * @param tessellation is the side number of the lathe.
  87361. * @param scene defines the hosting scene
  87362. * @param updatable defines if the mesh must be flagged as updatable
  87363. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87364. * @returns a new Mesh
  87365. */
  87366. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87367. /**
  87368. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  87369. * @param name defines the name of the mesh to create
  87370. * @param size sets the size (float) of both sides of the plane at once (default 1)
  87371. * @param scene defines the hosting scene
  87372. * @param updatable defines if the mesh must be flagged as updatable
  87373. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87374. * @returns a new Mesh
  87375. */
  87376. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87377. /**
  87378. * Creates a ground mesh.
  87379. * Please consider using the same method from the MeshBuilder class instead
  87380. * @param name defines the name of the mesh to create
  87381. * @param width set the width of the ground
  87382. * @param height set the height of the ground
  87383. * @param subdivisions sets the number of subdivisions per side
  87384. * @param scene defines the hosting scene
  87385. * @param updatable defines if the mesh must be flagged as updatable
  87386. * @returns a new Mesh
  87387. */
  87388. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  87389. /**
  87390. * Creates a tiled ground mesh.
  87391. * Please consider using the same method from the MeshBuilder class instead
  87392. * @param name defines the name of the mesh to create
  87393. * @param xmin set the ground minimum X coordinate
  87394. * @param zmin set the ground minimum Y coordinate
  87395. * @param xmax set the ground maximum X coordinate
  87396. * @param zmax set the ground maximum Z coordinate
  87397. * @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
  87398. * @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
  87399. * @param scene defines the hosting scene
  87400. * @param updatable defines if the mesh must be flagged as updatable
  87401. * @returns a new Mesh
  87402. */
  87403. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  87404. w: number;
  87405. h: number;
  87406. }, precision: {
  87407. w: number;
  87408. h: number;
  87409. }, scene: Scene, updatable?: boolean): Mesh;
  87410. /**
  87411. * Creates a ground mesh from a height map.
  87412. * Please consider using the same method from the MeshBuilder class instead
  87413. * @see http://doc.babylonjs.com/babylon101/height_map
  87414. * @param name defines the name of the mesh to create
  87415. * @param url sets the URL of the height map image resource
  87416. * @param width set the ground width size
  87417. * @param height set the ground height size
  87418. * @param subdivisions sets the number of subdivision per side
  87419. * @param minHeight is the minimum altitude on the ground
  87420. * @param maxHeight is the maximum altitude on the ground
  87421. * @param scene defines the hosting scene
  87422. * @param updatable defines if the mesh must be flagged as updatable
  87423. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  87424. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  87425. * @returns a new Mesh
  87426. */
  87427. 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;
  87428. /**
  87429. * Creates a tube mesh.
  87430. * The tube is a parametric shape.
  87431. * It has no predefined shape. Its final shape will depend on the input parameters.
  87432. * Please consider using the same method from the MeshBuilder class instead
  87433. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87434. * @param name defines the name of the mesh to create
  87435. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  87436. * @param radius sets the tube radius size
  87437. * @param tessellation is the number of sides on the tubular surface
  87438. * @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
  87439. * @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
  87440. * @param scene defines the hosting scene
  87441. * @param updatable defines if the mesh must be flagged as updatable
  87442. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87443. * @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)
  87444. * @returns a new Mesh
  87445. */
  87446. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  87447. (i: number, distance: number): number;
  87448. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87449. /**
  87450. * Creates a polyhedron mesh.
  87451. * Please consider using the same method from the MeshBuilder class instead.
  87452. * * 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
  87453. * * The parameter `size` (positive float, default 1) sets the polygon size
  87454. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  87455. * * 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`
  87456. * * 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
  87457. * * 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)`)
  87458. * * 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
  87459. * * 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
  87460. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87461. * * If you create a double-sided mesh, you can choose what parts of 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
  87462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87463. * @param name defines the name of the mesh to create
  87464. * @param options defines the options used to create the mesh
  87465. * @param scene defines the hosting scene
  87466. * @returns a new Mesh
  87467. */
  87468. static CreatePolyhedron(name: string, options: {
  87469. type?: number;
  87470. size?: number;
  87471. sizeX?: number;
  87472. sizeY?: number;
  87473. sizeZ?: number;
  87474. custom?: any;
  87475. faceUV?: Vector4[];
  87476. faceColors?: Color4[];
  87477. updatable?: boolean;
  87478. sideOrientation?: number;
  87479. }, scene: Scene): Mesh;
  87480. /**
  87481. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  87482. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  87483. * * 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`)
  87484. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  87485. * * 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
  87486. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87487. * * If you create a double-sided mesh, you can choose what parts of 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
  87488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87489. * @param name defines the name of the mesh
  87490. * @param options defines the options used to create the mesh
  87491. * @param scene defines the hosting scene
  87492. * @returns a new Mesh
  87493. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  87494. */
  87495. static CreateIcoSphere(name: string, options: {
  87496. radius?: number;
  87497. flat?: boolean;
  87498. subdivisions?: number;
  87499. sideOrientation?: number;
  87500. updatable?: boolean;
  87501. }, scene: Scene): Mesh;
  87502. /**
  87503. * Creates a decal mesh.
  87504. * Please consider using the same method from the MeshBuilder class instead.
  87505. * A decal is a mesh usually applied as a model onto the surface of another mesh
  87506. * @param name defines the name of the mesh
  87507. * @param sourceMesh defines the mesh receiving the decal
  87508. * @param position sets the position of the decal in world coordinates
  87509. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  87510. * @param size sets the decal scaling
  87511. * @param angle sets the angle to rotate the decal
  87512. * @returns a new Mesh
  87513. */
  87514. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  87515. /**
  87516. * Prepare internal position array for software CPU skinning
  87517. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  87518. */
  87519. setPositionsForCPUSkinning(): Float32Array;
  87520. /**
  87521. * Prepare internal normal array for software CPU skinning
  87522. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  87523. */
  87524. setNormalsForCPUSkinning(): Float32Array;
  87525. /**
  87526. * Updates the vertex buffer by applying transformation from the bones
  87527. * @param skeleton defines the skeleton to apply to current mesh
  87528. * @returns the current mesh
  87529. */
  87530. applySkeleton(skeleton: Skeleton): Mesh;
  87531. /**
  87532. * 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
  87533. * @param meshes defines the list of meshes to scan
  87534. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  87535. */
  87536. static MinMax(meshes: AbstractMesh[]): {
  87537. min: Vector3;
  87538. max: Vector3;
  87539. };
  87540. /**
  87541. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  87542. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  87543. * @returns a vector3
  87544. */
  87545. static Center(meshesOrMinMaxVector: {
  87546. min: Vector3;
  87547. max: Vector3;
  87548. } | AbstractMesh[]): Vector3;
  87549. /**
  87550. * Merge the array of meshes into a single mesh for performance reasons.
  87551. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  87552. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  87553. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  87554. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  87555. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  87556. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  87557. * @returns a new mesh
  87558. */
  87559. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  87560. /** @hidden */
  87561. addInstance(instance: InstancedMesh): void;
  87562. /** @hidden */
  87563. removeInstance(instance: InstancedMesh): void;
  87564. }
  87565. }
  87566. declare module BABYLON {
  87567. /**
  87568. * This is the base class of all the camera used in the application.
  87569. * @see http://doc.babylonjs.com/features/cameras
  87570. */
  87571. export class Camera extends Node {
  87572. /** @hidden */
  87573. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  87574. /**
  87575. * This is the default projection mode used by the cameras.
  87576. * It helps recreating a feeling of perspective and better appreciate depth.
  87577. * This is the best way to simulate real life cameras.
  87578. */
  87579. static readonly PERSPECTIVE_CAMERA: number;
  87580. /**
  87581. * This helps creating camera with an orthographic mode.
  87582. * 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.
  87583. */
  87584. static readonly ORTHOGRAPHIC_CAMERA: number;
  87585. /**
  87586. * This is the default FOV mode for perspective cameras.
  87587. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  87588. */
  87589. static readonly FOVMODE_VERTICAL_FIXED: number;
  87590. /**
  87591. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  87592. */
  87593. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  87594. /**
  87595. * This specifies ther is no need for a camera rig.
  87596. * Basically only one eye is rendered corresponding to the camera.
  87597. */
  87598. static readonly RIG_MODE_NONE: number;
  87599. /**
  87600. * Simulates a camera Rig with one blue eye and one red eye.
  87601. * This can be use with 3d blue and red glasses.
  87602. */
  87603. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  87604. /**
  87605. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  87606. */
  87607. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  87608. /**
  87609. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  87610. */
  87611. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  87612. /**
  87613. * Defines that both eyes of the camera will be rendered over under each other.
  87614. */
  87615. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  87616. /**
  87617. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  87618. */
  87619. static readonly RIG_MODE_VR: number;
  87620. /**
  87621. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  87622. */
  87623. static readonly RIG_MODE_WEBVR: number;
  87624. /**
  87625. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  87626. */
  87627. static readonly RIG_MODE_CUSTOM: number;
  87628. /**
  87629. * Defines if by default attaching controls should prevent the default javascript event to continue.
  87630. */
  87631. static ForceAttachControlToAlwaysPreventDefault: boolean;
  87632. /**
  87633. * Define the input manager associated with the camera.
  87634. */
  87635. inputs: CameraInputsManager<Camera>;
  87636. /** @hidden */
  87637. _position: Vector3;
  87638. /**
  87639. * Define the current local position of the camera in the scene
  87640. */
  87641. position: Vector3;
  87642. /**
  87643. * The vector the camera should consider as up.
  87644. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  87645. */
  87646. upVector: Vector3;
  87647. /**
  87648. * Define the current limit on the left side for an orthographic camera
  87649. * In scene unit
  87650. */
  87651. orthoLeft: Nullable<number>;
  87652. /**
  87653. * Define the current limit on the right side for an orthographic camera
  87654. * In scene unit
  87655. */
  87656. orthoRight: Nullable<number>;
  87657. /**
  87658. * Define the current limit on the bottom side for an orthographic camera
  87659. * In scene unit
  87660. */
  87661. orthoBottom: Nullable<number>;
  87662. /**
  87663. * Define the current limit on the top side for an orthographic camera
  87664. * In scene unit
  87665. */
  87666. orthoTop: Nullable<number>;
  87667. /**
  87668. * Field Of View is set in Radians. (default is 0.8)
  87669. */
  87670. fov: number;
  87671. /**
  87672. * Define the minimum distance the camera can see from.
  87673. * This is important to note that the depth buffer are not infinite and the closer it starts
  87674. * the more your scene might encounter depth fighting issue.
  87675. */
  87676. minZ: number;
  87677. /**
  87678. * Define the maximum distance the camera can see to.
  87679. * This is important to note that the depth buffer are not infinite and the further it end
  87680. * the more your scene might encounter depth fighting issue.
  87681. */
  87682. maxZ: number;
  87683. /**
  87684. * Define the default inertia of the camera.
  87685. * This helps giving a smooth feeling to the camera movement.
  87686. */
  87687. inertia: number;
  87688. /**
  87689. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  87690. */
  87691. mode: number;
  87692. /**
  87693. * Define wether the camera is intermediate.
  87694. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  87695. */
  87696. isIntermediate: boolean;
  87697. /**
  87698. * Define the viewport of the camera.
  87699. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  87700. */
  87701. viewport: Viewport;
  87702. /**
  87703. * Restricts the camera to viewing objects with the same layerMask.
  87704. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  87705. */
  87706. layerMask: number;
  87707. /**
  87708. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  87709. */
  87710. fovMode: number;
  87711. /**
  87712. * Rig mode of the camera.
  87713. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  87714. * This is normally controlled byt the camera themselves as internal use.
  87715. */
  87716. cameraRigMode: number;
  87717. /**
  87718. * Defines the distance between both "eyes" in case of a RIG
  87719. */
  87720. interaxialDistance: number;
  87721. /**
  87722. * Defines if stereoscopic rendering is done side by side or over under.
  87723. */
  87724. isStereoscopicSideBySide: boolean;
  87725. /**
  87726. * 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
  87727. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  87728. * else in the scene. (Eg. security camera)
  87729. *
  87730. * 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)
  87731. */
  87732. customRenderTargets: RenderTargetTexture[];
  87733. /**
  87734. * When set, the camera will render to this render target instead of the default canvas
  87735. *
  87736. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  87737. */
  87738. outputRenderTarget: Nullable<RenderTargetTexture>;
  87739. /**
  87740. * Observable triggered when the camera view matrix has changed.
  87741. */
  87742. onViewMatrixChangedObservable: Observable<Camera>;
  87743. /**
  87744. * Observable triggered when the camera Projection matrix has changed.
  87745. */
  87746. onProjectionMatrixChangedObservable: Observable<Camera>;
  87747. /**
  87748. * Observable triggered when the inputs have been processed.
  87749. */
  87750. onAfterCheckInputsObservable: Observable<Camera>;
  87751. /**
  87752. * Observable triggered when reset has been called and applied to the camera.
  87753. */
  87754. onRestoreStateObservable: Observable<Camera>;
  87755. /** @hidden */
  87756. _cameraRigParams: any;
  87757. /** @hidden */
  87758. _rigCameras: Camera[];
  87759. /** @hidden */
  87760. _rigPostProcess: Nullable<PostProcess>;
  87761. protected _webvrViewMatrix: Matrix;
  87762. /** @hidden */
  87763. _skipRendering: boolean;
  87764. /** @hidden */
  87765. _projectionMatrix: Matrix;
  87766. /** @hidden */
  87767. _postProcesses: Nullable<PostProcess>[];
  87768. /** @hidden */
  87769. _activeMeshes: SmartArray<AbstractMesh>;
  87770. protected _globalPosition: Vector3;
  87771. /** @hidden */
  87772. _computedViewMatrix: Matrix;
  87773. private _doNotComputeProjectionMatrix;
  87774. private _transformMatrix;
  87775. private _frustumPlanes;
  87776. private _refreshFrustumPlanes;
  87777. private _storedFov;
  87778. private _stateStored;
  87779. /**
  87780. * Instantiates a new camera object.
  87781. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  87782. * @see http://doc.babylonjs.com/features/cameras
  87783. * @param name Defines the name of the camera in the scene
  87784. * @param position Defines the position of the camera
  87785. * @param scene Defines the scene the camera belongs too
  87786. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  87787. */
  87788. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  87789. /**
  87790. * Store current camera state (fov, position, etc..)
  87791. * @returns the camera
  87792. */
  87793. storeState(): Camera;
  87794. /**
  87795. * Restores the camera state values if it has been stored. You must call storeState() first
  87796. */
  87797. protected _restoreStateValues(): boolean;
  87798. /**
  87799. * Restored camera state. You must call storeState() first.
  87800. * @returns true if restored and false otherwise
  87801. */
  87802. restoreState(): boolean;
  87803. /**
  87804. * Gets the class name of the camera.
  87805. * @returns the class name
  87806. */
  87807. getClassName(): string;
  87808. /** @hidden */
  87809. readonly _isCamera: boolean;
  87810. /**
  87811. * Gets a string representation of the camera useful for debug purpose.
  87812. * @param fullDetails Defines that a more verboe level of logging is required
  87813. * @returns the string representation
  87814. */
  87815. toString(fullDetails?: boolean): string;
  87816. /**
  87817. * Gets the current world space position of the camera.
  87818. */
  87819. readonly globalPosition: Vector3;
  87820. /**
  87821. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  87822. * @returns the active meshe list
  87823. */
  87824. getActiveMeshes(): SmartArray<AbstractMesh>;
  87825. /**
  87826. * Check wether a mesh is part of the current active mesh list of the camera
  87827. * @param mesh Defines the mesh to check
  87828. * @returns true if active, false otherwise
  87829. */
  87830. isActiveMesh(mesh: Mesh): boolean;
  87831. /**
  87832. * Is this camera ready to be used/rendered
  87833. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  87834. * @return true if the camera is ready
  87835. */
  87836. isReady(completeCheck?: boolean): boolean;
  87837. /** @hidden */
  87838. _initCache(): void;
  87839. /** @hidden */
  87840. _updateCache(ignoreParentClass?: boolean): void;
  87841. /** @hidden */
  87842. _isSynchronized(): boolean;
  87843. /** @hidden */
  87844. _isSynchronizedViewMatrix(): boolean;
  87845. /** @hidden */
  87846. _isSynchronizedProjectionMatrix(): boolean;
  87847. /**
  87848. * Attach the input controls to a specific dom element to get the input from.
  87849. * @param element Defines the element the controls should be listened from
  87850. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  87851. */
  87852. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  87853. /**
  87854. * Detach the current controls from the specified dom element.
  87855. * @param element Defines the element to stop listening the inputs from
  87856. */
  87857. detachControl(element: HTMLElement): void;
  87858. /**
  87859. * Update the camera state according to the different inputs gathered during the frame.
  87860. */
  87861. update(): void;
  87862. /** @hidden */
  87863. _checkInputs(): void;
  87864. /** @hidden */
  87865. readonly rigCameras: Camera[];
  87866. /**
  87867. * Gets the post process used by the rig cameras
  87868. */
  87869. readonly rigPostProcess: Nullable<PostProcess>;
  87870. /**
  87871. * Internal, gets the first post proces.
  87872. * @returns the first post process to be run on this camera.
  87873. */
  87874. _getFirstPostProcess(): Nullable<PostProcess>;
  87875. private _cascadePostProcessesToRigCams;
  87876. /**
  87877. * Attach a post process to the camera.
  87878. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  87879. * @param postProcess The post process to attach to the camera
  87880. * @param insertAt The position of the post process in case several of them are in use in the scene
  87881. * @returns the position the post process has been inserted at
  87882. */
  87883. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  87884. /**
  87885. * Detach a post process to the camera.
  87886. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  87887. * @param postProcess The post process to detach from the camera
  87888. */
  87889. detachPostProcess(postProcess: PostProcess): void;
  87890. /**
  87891. * Gets the current world matrix of the camera
  87892. */
  87893. getWorldMatrix(): Matrix;
  87894. /** @hidden */
  87895. _getViewMatrix(): Matrix;
  87896. /**
  87897. * Gets the current view matrix of the camera.
  87898. * @param force forces the camera to recompute the matrix without looking at the cached state
  87899. * @returns the view matrix
  87900. */
  87901. getViewMatrix(force?: boolean): Matrix;
  87902. /**
  87903. * Freeze the projection matrix.
  87904. * It will prevent the cache check of the camera projection compute and can speed up perf
  87905. * if no parameter of the camera are meant to change
  87906. * @param projection Defines manually a projection if necessary
  87907. */
  87908. freezeProjectionMatrix(projection?: Matrix): void;
  87909. /**
  87910. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  87911. */
  87912. unfreezeProjectionMatrix(): void;
  87913. /**
  87914. * Gets the current projection matrix of the camera.
  87915. * @param force forces the camera to recompute the matrix without looking at the cached state
  87916. * @returns the projection matrix
  87917. */
  87918. getProjectionMatrix(force?: boolean): Matrix;
  87919. /**
  87920. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  87921. * @returns a Matrix
  87922. */
  87923. getTransformationMatrix(): Matrix;
  87924. private _updateFrustumPlanes;
  87925. /**
  87926. * Checks if a cullable object (mesh...) is in the camera frustum
  87927. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  87928. * @param target The object to check
  87929. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  87930. * @returns true if the object is in frustum otherwise false
  87931. */
  87932. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  87933. /**
  87934. * Checks if a cullable object (mesh...) is in the camera frustum
  87935. * Unlike isInFrustum this cheks the full bounding box
  87936. * @param target The object to check
  87937. * @returns true if the object is in frustum otherwise false
  87938. */
  87939. isCompletelyInFrustum(target: ICullable): boolean;
  87940. /**
  87941. * Gets a ray in the forward direction from the camera.
  87942. * @param length Defines the length of the ray to create
  87943. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  87944. * @param origin Defines the start point of the ray which defaults to the camera position
  87945. * @returns the forward ray
  87946. */
  87947. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  87948. /**
  87949. * Releases resources associated with this node.
  87950. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87951. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87952. */
  87953. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87954. /** @hidden */
  87955. _isLeftCamera: boolean;
  87956. /**
  87957. * Gets the left camera of a rig setup in case of Rigged Camera
  87958. */
  87959. readonly isLeftCamera: boolean;
  87960. /** @hidden */
  87961. _isRightCamera: boolean;
  87962. /**
  87963. * Gets the right camera of a rig setup in case of Rigged Camera
  87964. */
  87965. readonly isRightCamera: boolean;
  87966. /**
  87967. * Gets the left camera of a rig setup in case of Rigged Camera
  87968. */
  87969. readonly leftCamera: Nullable<FreeCamera>;
  87970. /**
  87971. * Gets the right camera of a rig setup in case of Rigged Camera
  87972. */
  87973. readonly rightCamera: Nullable<FreeCamera>;
  87974. /**
  87975. * Gets the left camera target of a rig setup in case of Rigged Camera
  87976. * @returns the target position
  87977. */
  87978. getLeftTarget(): Nullable<Vector3>;
  87979. /**
  87980. * Gets the right camera target of a rig setup in case of Rigged Camera
  87981. * @returns the target position
  87982. */
  87983. getRightTarget(): Nullable<Vector3>;
  87984. /**
  87985. * @hidden
  87986. */
  87987. setCameraRigMode(mode: number, rigParams: any): void;
  87988. /** @hidden */
  87989. static _setStereoscopicRigMode(camera: Camera): void;
  87990. /** @hidden */
  87991. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  87992. /** @hidden */
  87993. static _setVRRigMode(camera: Camera, rigParams: any): void;
  87994. /** @hidden */
  87995. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  87996. /** @hidden */
  87997. _getVRProjectionMatrix(): Matrix;
  87998. protected _updateCameraRotationMatrix(): void;
  87999. protected _updateWebVRCameraRotationMatrix(): void;
  88000. /**
  88001. * This function MUST be overwritten by the different WebVR cameras available.
  88002. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88003. * @hidden
  88004. */
  88005. _getWebVRProjectionMatrix(): Matrix;
  88006. /**
  88007. * This function MUST be overwritten by the different WebVR cameras available.
  88008. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88009. * @hidden
  88010. */
  88011. _getWebVRViewMatrix(): Matrix;
  88012. /** @hidden */
  88013. setCameraRigParameter(name: string, value: any): void;
  88014. /**
  88015. * needs to be overridden by children so sub has required properties to be copied
  88016. * @hidden
  88017. */
  88018. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88019. /**
  88020. * May need to be overridden by children
  88021. * @hidden
  88022. */
  88023. _updateRigCameras(): void;
  88024. /** @hidden */
  88025. _setupInputs(): void;
  88026. /**
  88027. * Serialiaze the camera setup to a json represention
  88028. * @returns the JSON representation
  88029. */
  88030. serialize(): any;
  88031. /**
  88032. * Clones the current camera.
  88033. * @param name The cloned camera name
  88034. * @returns the cloned camera
  88035. */
  88036. clone(name: string): Camera;
  88037. /**
  88038. * Gets the direction of the camera relative to a given local axis.
  88039. * @param localAxis Defines the reference axis to provide a relative direction.
  88040. * @return the direction
  88041. */
  88042. getDirection(localAxis: Vector3): Vector3;
  88043. /**
  88044. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88045. * @param localAxis Defines the reference axis to provide a relative direction.
  88046. * @param result Defines the vector to store the result in
  88047. */
  88048. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88049. /**
  88050. * Gets a camera constructor for a given camera type
  88051. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88052. * @param name The name of the camera the result will be able to instantiate
  88053. * @param scene The scene the result will construct the camera in
  88054. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88055. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88056. * @returns a factory method to construc the camera
  88057. */
  88058. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88059. /**
  88060. * Compute the world matrix of the camera.
  88061. * @returns the camera workd matrix
  88062. */
  88063. computeWorldMatrix(): Matrix;
  88064. /**
  88065. * Parse a JSON and creates the camera from the parsed information
  88066. * @param parsedCamera The JSON to parse
  88067. * @param scene The scene to instantiate the camera in
  88068. * @returns the newly constructed camera
  88069. */
  88070. static Parse(parsedCamera: any, scene: Scene): Camera;
  88071. }
  88072. }
  88073. declare module BABYLON {
  88074. /**
  88075. * Class containing static functions to help procedurally build meshes
  88076. */
  88077. export class DiscBuilder {
  88078. /**
  88079. * Creates a plane polygonal mesh. By default, this is a disc
  88080. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88081. * * 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
  88082. * * 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
  88083. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88084. * * If you create a double-sided mesh, you can choose what parts of 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
  88085. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88086. * @param name defines the name of the mesh
  88087. * @param options defines the options used to create the mesh
  88088. * @param scene defines the hosting scene
  88089. * @returns the plane polygonal mesh
  88090. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88091. */
  88092. static CreateDisc(name: string, options: {
  88093. radius?: number;
  88094. tessellation?: number;
  88095. arc?: number;
  88096. updatable?: boolean;
  88097. sideOrientation?: number;
  88098. frontUVs?: Vector4;
  88099. backUVs?: Vector4;
  88100. }, scene?: Nullable<Scene>): Mesh;
  88101. }
  88102. }
  88103. declare module BABYLON {
  88104. /**
  88105. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88106. *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.
  88107. * The SPS is also a particle system. It provides some methods to manage the particles.
  88108. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88109. *
  88110. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  88111. */
  88112. export class SolidParticleSystem implements IDisposable {
  88113. /**
  88114. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88115. * Example : var p = SPS.particles[i];
  88116. */
  88117. particles: SolidParticle[];
  88118. /**
  88119. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88120. */
  88121. nbParticles: number;
  88122. /**
  88123. * If the particles must ever face the camera (default false). Useful for planar particles.
  88124. */
  88125. billboard: boolean;
  88126. /**
  88127. * Recompute normals when adding a shape
  88128. */
  88129. recomputeNormals: boolean;
  88130. /**
  88131. * This a counter ofr your own usage. It's not set by any SPS functions.
  88132. */
  88133. counter: number;
  88134. /**
  88135. * The SPS name. This name is also given to the underlying mesh.
  88136. */
  88137. name: string;
  88138. /**
  88139. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88140. */
  88141. mesh: Mesh;
  88142. /**
  88143. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88144. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  88145. */
  88146. vars: any;
  88147. /**
  88148. * This array is populated when the SPS is set as 'pickable'.
  88149. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88150. * Each element of this array is an object `{idx: int, faceId: int}`.
  88151. * `idx` is the picked particle index in the `SPS.particles` array
  88152. * `faceId` is the picked face index counted within this particle.
  88153. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  88154. */
  88155. pickedParticles: {
  88156. idx: number;
  88157. faceId: number;
  88158. }[];
  88159. /**
  88160. * This array is populated when `enableDepthSort` is set to true.
  88161. * Each element of this array is an instance of the class DepthSortedParticle.
  88162. */
  88163. depthSortedParticles: DepthSortedParticle[];
  88164. /**
  88165. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88166. * @hidden
  88167. */
  88168. _bSphereOnly: boolean;
  88169. /**
  88170. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88171. * @hidden
  88172. */
  88173. _bSphereRadiusFactor: number;
  88174. private _scene;
  88175. private _positions;
  88176. private _indices;
  88177. private _normals;
  88178. private _colors;
  88179. private _uvs;
  88180. private _indices32;
  88181. private _positions32;
  88182. private _normals32;
  88183. private _fixedNormal32;
  88184. private _colors32;
  88185. private _uvs32;
  88186. private _index;
  88187. private _updatable;
  88188. private _pickable;
  88189. private _isVisibilityBoxLocked;
  88190. private _alwaysVisible;
  88191. private _depthSort;
  88192. private _shapeCounter;
  88193. private _copy;
  88194. private _color;
  88195. private _computeParticleColor;
  88196. private _computeParticleTexture;
  88197. private _computeParticleRotation;
  88198. private _computeParticleVertex;
  88199. private _computeBoundingBox;
  88200. private _depthSortParticles;
  88201. private _camera;
  88202. private _mustUnrotateFixedNormals;
  88203. private _particlesIntersect;
  88204. private _needs32Bits;
  88205. /**
  88206. * Creates a SPS (Solid Particle System) object.
  88207. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88208. * @param scene (Scene) is the scene in which the SPS is added.
  88209. * @param options defines the options of the sps e.g.
  88210. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88211. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88212. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88213. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88214. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88215. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88216. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88217. */
  88218. constructor(name: string, scene: Scene, options?: {
  88219. updatable?: boolean;
  88220. isPickable?: boolean;
  88221. enableDepthSort?: boolean;
  88222. particleIntersection?: boolean;
  88223. boundingSphereOnly?: boolean;
  88224. bSphereRadiusFactor?: number;
  88225. });
  88226. /**
  88227. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88228. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88229. * @returns the created mesh
  88230. */
  88231. buildMesh(): Mesh;
  88232. /**
  88233. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88234. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88235. * Thus the particles generated from `digest()` have their property `position` set yet.
  88236. * @param mesh ( Mesh ) is the mesh to be digested
  88237. * @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
  88238. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88239. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88240. * @returns the current SPS
  88241. */
  88242. digest(mesh: Mesh, options?: {
  88243. facetNb?: number;
  88244. number?: number;
  88245. delta?: number;
  88246. }): SolidParticleSystem;
  88247. private _unrotateFixedNormals;
  88248. private _resetCopy;
  88249. private _meshBuilder;
  88250. private _posToShape;
  88251. private _uvsToShapeUV;
  88252. private _addParticle;
  88253. /**
  88254. * Adds some particles to the SPS from the model shape. Returns the shape id.
  88255. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  88256. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  88257. * @param nb (positive integer) the number of particles to be created from this model
  88258. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  88259. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  88260. * @returns the number of shapes in the system
  88261. */
  88262. addShape(mesh: Mesh, nb: number, options?: {
  88263. positionFunction?: any;
  88264. vertexFunction?: any;
  88265. }): number;
  88266. private _rebuildParticle;
  88267. /**
  88268. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  88269. * @returns the SPS.
  88270. */
  88271. rebuildMesh(): SolidParticleSystem;
  88272. /**
  88273. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  88274. * This method calls `updateParticle()` for each particle of the SPS.
  88275. * For an animated SPS, it is usually called within the render loop.
  88276. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  88277. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  88278. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  88279. * @returns the SPS.
  88280. */
  88281. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  88282. /**
  88283. * Disposes the SPS.
  88284. */
  88285. dispose(): void;
  88286. /**
  88287. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  88288. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88289. * @returns the SPS.
  88290. */
  88291. refreshVisibleSize(): SolidParticleSystem;
  88292. /**
  88293. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  88294. * @param size the size (float) of the visibility box
  88295. * note : this doesn't lock the SPS mesh bounding box.
  88296. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88297. */
  88298. setVisibilityBox(size: number): void;
  88299. /**
  88300. * Gets whether the SPS as always visible or not
  88301. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88302. */
  88303. /**
  88304. * Sets the SPS as always visible or not
  88305. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88306. */
  88307. isAlwaysVisible: boolean;
  88308. /**
  88309. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88310. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88311. */
  88312. /**
  88313. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88314. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88315. */
  88316. isVisibilityBoxLocked: boolean;
  88317. /**
  88318. * Tells to `setParticles()` to compute the particle rotations or not.
  88319. * Default value : true. The SPS is faster when it's set to false.
  88320. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88321. */
  88322. /**
  88323. * Gets if `setParticles()` computes the particle rotations or not.
  88324. * Default value : true. The SPS is faster when it's set to false.
  88325. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88326. */
  88327. computeParticleRotation: boolean;
  88328. /**
  88329. * Tells to `setParticles()` to compute the particle colors or not.
  88330. * Default value : true. The SPS is faster when it's set to false.
  88331. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88332. */
  88333. /**
  88334. * Gets if `setParticles()` computes the particle colors or not.
  88335. * Default value : true. The SPS is faster when it's set to false.
  88336. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88337. */
  88338. computeParticleColor: boolean;
  88339. /**
  88340. * Gets if `setParticles()` computes the particle textures or not.
  88341. * Default value : true. The SPS is faster when it's set to false.
  88342. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  88343. */
  88344. computeParticleTexture: boolean;
  88345. /**
  88346. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  88347. * Default value : false. The SPS is faster when it's set to false.
  88348. * Note : the particle custom vertex positions aren't stored values.
  88349. */
  88350. /**
  88351. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  88352. * Default value : false. The SPS is faster when it's set to false.
  88353. * Note : the particle custom vertex positions aren't stored values.
  88354. */
  88355. computeParticleVertex: boolean;
  88356. /**
  88357. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  88358. */
  88359. /**
  88360. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  88361. */
  88362. computeBoundingBox: boolean;
  88363. /**
  88364. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  88365. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88366. * Default : `true`
  88367. */
  88368. /**
  88369. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  88370. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88371. * Default : `true`
  88372. */
  88373. depthSortParticles: boolean;
  88374. /**
  88375. * This function does nothing. It may be overwritten to set all the particle first values.
  88376. * The SPS doesn't call this function, you may have to call it by your own.
  88377. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88378. */
  88379. initParticles(): void;
  88380. /**
  88381. * This function does nothing. It may be overwritten to recycle a particle.
  88382. * The SPS doesn't call this function, you may have to call it by your own.
  88383. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88384. * @param particle The particle to recycle
  88385. * @returns the recycled particle
  88386. */
  88387. recycleParticle(particle: SolidParticle): SolidParticle;
  88388. /**
  88389. * Updates a particle : this function should be overwritten by the user.
  88390. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  88391. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88392. * @example : just set a particle position or velocity and recycle conditions
  88393. * @param particle The particle to update
  88394. * @returns the updated particle
  88395. */
  88396. updateParticle(particle: SolidParticle): SolidParticle;
  88397. /**
  88398. * Updates a vertex of a particle : it can be overwritten by the user.
  88399. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  88400. * @param particle the current particle
  88401. * @param vertex the current index of the current particle
  88402. * @param pt the index of the current vertex in the particle shape
  88403. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  88404. * @example : just set a vertex particle position
  88405. * @returns the updated vertex
  88406. */
  88407. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  88408. /**
  88409. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  88410. * This does nothing and may be overwritten by the user.
  88411. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88412. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88413. * @param update the boolean update value actually passed to setParticles()
  88414. */
  88415. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88416. /**
  88417. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  88418. * This will be passed three parameters.
  88419. * This does nothing and may be overwritten by the user.
  88420. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88421. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88422. * @param update the boolean update value actually passed to setParticles()
  88423. */
  88424. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88425. }
  88426. }
  88427. declare module BABYLON {
  88428. /**
  88429. * Represents one particle of a solid particle system.
  88430. */
  88431. export class SolidParticle {
  88432. /**
  88433. * particle global index
  88434. */
  88435. idx: number;
  88436. /**
  88437. * The color of the particle
  88438. */
  88439. color: Nullable<Color4>;
  88440. /**
  88441. * The world space position of the particle.
  88442. */
  88443. position: Vector3;
  88444. /**
  88445. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  88446. */
  88447. rotation: Vector3;
  88448. /**
  88449. * The world space rotation quaternion of the particle.
  88450. */
  88451. rotationQuaternion: Nullable<Quaternion>;
  88452. /**
  88453. * The scaling of the particle.
  88454. */
  88455. scaling: Vector3;
  88456. /**
  88457. * The uvs of the particle.
  88458. */
  88459. uvs: Vector4;
  88460. /**
  88461. * The current speed of the particle.
  88462. */
  88463. velocity: Vector3;
  88464. /**
  88465. * The pivot point in the particle local space.
  88466. */
  88467. pivot: Vector3;
  88468. /**
  88469. * Must the particle be translated from its pivot point in its local space ?
  88470. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  88471. * Default : false
  88472. */
  88473. translateFromPivot: boolean;
  88474. /**
  88475. * Is the particle active or not ?
  88476. */
  88477. alive: boolean;
  88478. /**
  88479. * Is the particle visible or not ?
  88480. */
  88481. isVisible: boolean;
  88482. /**
  88483. * Index of this particle in the global "positions" array (Internal use)
  88484. * @hidden
  88485. */
  88486. _pos: number;
  88487. /**
  88488. * @hidden Index of this particle in the global "indices" array (Internal use)
  88489. */
  88490. _ind: number;
  88491. /**
  88492. * @hidden ModelShape of this particle (Internal use)
  88493. */
  88494. _model: ModelShape;
  88495. /**
  88496. * ModelShape id of this particle
  88497. */
  88498. shapeId: number;
  88499. /**
  88500. * Index of the particle in its shape id (Internal use)
  88501. */
  88502. idxInShape: number;
  88503. /**
  88504. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  88505. */
  88506. _modelBoundingInfo: BoundingInfo;
  88507. /**
  88508. * @hidden Particle BoundingInfo object (Internal use)
  88509. */
  88510. _boundingInfo: BoundingInfo;
  88511. /**
  88512. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  88513. */
  88514. _sps: SolidParticleSystem;
  88515. /**
  88516. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  88517. */
  88518. _stillInvisible: boolean;
  88519. /**
  88520. * @hidden Last computed particle rotation matrix
  88521. */
  88522. _rotationMatrix: number[];
  88523. /**
  88524. * Parent particle Id, if any.
  88525. * Default null.
  88526. */
  88527. parentId: Nullable<number>;
  88528. /**
  88529. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  88530. * The possible values are :
  88531. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  88532. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88533. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  88534. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  88535. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88536. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  88537. * */
  88538. cullingStrategy: number;
  88539. /**
  88540. * @hidden Internal global position in the SPS.
  88541. */
  88542. _globalPosition: Vector3;
  88543. /**
  88544. * Creates a Solid Particle object.
  88545. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  88546. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  88547. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  88548. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  88549. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  88550. * @param shapeId (integer) is the model shape identifier in the SPS.
  88551. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  88552. * @param sps defines the sps it is associated to
  88553. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  88554. */
  88555. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  88556. /**
  88557. * Legacy support, changed scale to scaling
  88558. */
  88559. /**
  88560. * Legacy support, changed scale to scaling
  88561. */
  88562. scale: Vector3;
  88563. /**
  88564. * Legacy support, changed quaternion to rotationQuaternion
  88565. */
  88566. /**
  88567. * Legacy support, changed quaternion to rotationQuaternion
  88568. */
  88569. quaternion: Nullable<Quaternion>;
  88570. /**
  88571. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  88572. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  88573. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  88574. * @returns true if it intersects
  88575. */
  88576. intersectsMesh(target: Mesh | SolidParticle): boolean;
  88577. /**
  88578. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  88579. * A particle is in the frustum if its bounding box intersects the frustum
  88580. * @param frustumPlanes defines the frustum to test
  88581. * @returns true if the particle is in the frustum planes
  88582. */
  88583. isInFrustum(frustumPlanes: Plane[]): boolean;
  88584. /**
  88585. * get the rotation matrix of the particle
  88586. * @hidden
  88587. */
  88588. getRotationMatrix(m: Matrix): void;
  88589. }
  88590. /**
  88591. * Represents the shape of the model used by one particle of a solid particle system.
  88592. * SPS internal tool, don't use it manually.
  88593. */
  88594. export class ModelShape {
  88595. /**
  88596. * The shape id
  88597. * @hidden
  88598. */
  88599. shapeID: number;
  88600. /**
  88601. * flat array of model positions (internal use)
  88602. * @hidden
  88603. */
  88604. _shape: Vector3[];
  88605. /**
  88606. * flat array of model UVs (internal use)
  88607. * @hidden
  88608. */
  88609. _shapeUV: number[];
  88610. /**
  88611. * length of the shape in the model indices array (internal use)
  88612. * @hidden
  88613. */
  88614. _indicesLength: number;
  88615. /**
  88616. * Custom position function (internal use)
  88617. * @hidden
  88618. */
  88619. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  88620. /**
  88621. * Custom vertex function (internal use)
  88622. * @hidden
  88623. */
  88624. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  88625. /**
  88626. * 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.
  88627. * SPS internal tool, don't use it manually.
  88628. * @hidden
  88629. */
  88630. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  88631. }
  88632. /**
  88633. * Represents a Depth Sorted Particle in the solid particle system.
  88634. */
  88635. export class DepthSortedParticle {
  88636. /**
  88637. * Index of the particle in the "indices" array
  88638. */
  88639. ind: number;
  88640. /**
  88641. * Length of the particle shape in the "indices" array
  88642. */
  88643. indicesLength: number;
  88644. /**
  88645. * Squared distance from the particle to the camera
  88646. */
  88647. sqDistance: number;
  88648. }
  88649. }
  88650. declare module BABYLON {
  88651. /**
  88652. * @hidden
  88653. */
  88654. export class _MeshCollisionData {
  88655. _checkCollisions: boolean;
  88656. _collisionMask: number;
  88657. _collisionGroup: number;
  88658. _collider: Nullable<Collider>;
  88659. _oldPositionForCollisions: Vector3;
  88660. _diffPositionForCollisions: Vector3;
  88661. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  88662. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  88663. }
  88664. }
  88665. declare module BABYLON {
  88666. /** @hidden */
  88667. class _FacetDataStorage {
  88668. facetPositions: Vector3[];
  88669. facetNormals: Vector3[];
  88670. facetPartitioning: number[][];
  88671. facetNb: number;
  88672. partitioningSubdivisions: number;
  88673. partitioningBBoxRatio: number;
  88674. facetDataEnabled: boolean;
  88675. facetParameters: any;
  88676. bbSize: Vector3;
  88677. subDiv: {
  88678. max: number;
  88679. X: number;
  88680. Y: number;
  88681. Z: number;
  88682. };
  88683. facetDepthSort: boolean;
  88684. facetDepthSortEnabled: boolean;
  88685. depthSortedIndices: IndicesArray;
  88686. depthSortedFacets: {
  88687. ind: number;
  88688. sqDistance: number;
  88689. }[];
  88690. facetDepthSortFunction: (f1: {
  88691. ind: number;
  88692. sqDistance: number;
  88693. }, f2: {
  88694. ind: number;
  88695. sqDistance: number;
  88696. }) => number;
  88697. facetDepthSortFrom: Vector3;
  88698. facetDepthSortOrigin: Vector3;
  88699. invertedMatrix: Matrix;
  88700. }
  88701. /**
  88702. * @hidden
  88703. **/
  88704. class _InternalAbstractMeshDataInfo {
  88705. _hasVertexAlpha: boolean;
  88706. _useVertexColors: boolean;
  88707. _numBoneInfluencers: number;
  88708. _applyFog: boolean;
  88709. _receiveShadows: boolean;
  88710. _facetData: _FacetDataStorage;
  88711. _visibility: number;
  88712. _skeleton: Nullable<Skeleton>;
  88713. _layerMask: number;
  88714. _computeBonesUsingShaders: boolean;
  88715. _isActive: boolean;
  88716. _onlyForInstances: boolean;
  88717. _isActiveIntermediate: boolean;
  88718. _onlyForInstancesIntermediate: boolean;
  88719. }
  88720. /**
  88721. * Class used to store all common mesh properties
  88722. */
  88723. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  88724. /** No occlusion */
  88725. static OCCLUSION_TYPE_NONE: number;
  88726. /** Occlusion set to optimisitic */
  88727. static OCCLUSION_TYPE_OPTIMISTIC: number;
  88728. /** Occlusion set to strict */
  88729. static OCCLUSION_TYPE_STRICT: number;
  88730. /** Use an accurante occlusion algorithm */
  88731. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  88732. /** Use a conservative occlusion algorithm */
  88733. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  88734. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  88735. * Test order :
  88736. * Is the bounding sphere outside the frustum ?
  88737. * If not, are the bounding box vertices outside the frustum ?
  88738. * It not, then the cullable object is in the frustum.
  88739. */
  88740. static readonly CULLINGSTRATEGY_STANDARD: number;
  88741. /** Culling strategy : Bounding Sphere Only.
  88742. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  88743. * It's also less accurate than the standard because some not visible objects can still be selected.
  88744. * Test : is the bounding sphere outside the frustum ?
  88745. * If not, then the cullable object is in the frustum.
  88746. */
  88747. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  88748. /** Culling strategy : Optimistic Inclusion.
  88749. * This in an inclusion test first, then the standard exclusion test.
  88750. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  88751. * 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.
  88752. * Anyway, it's as accurate as the standard strategy.
  88753. * Test :
  88754. * Is the cullable object bounding sphere center in the frustum ?
  88755. * If not, apply the default culling strategy.
  88756. */
  88757. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  88758. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  88759. * This in an inclusion test first, then the bounding sphere only exclusion test.
  88760. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  88761. * 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.
  88762. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  88763. * Test :
  88764. * Is the cullable object bounding sphere center in the frustum ?
  88765. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  88766. */
  88767. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  88768. /**
  88769. * No billboard
  88770. */
  88771. static readonly BILLBOARDMODE_NONE: number;
  88772. /** Billboard on X axis */
  88773. static readonly BILLBOARDMODE_X: number;
  88774. /** Billboard on Y axis */
  88775. static readonly BILLBOARDMODE_Y: number;
  88776. /** Billboard on Z axis */
  88777. static readonly BILLBOARDMODE_Z: number;
  88778. /** Billboard on all axes */
  88779. static readonly BILLBOARDMODE_ALL: number;
  88780. /** @hidden */
  88781. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  88782. /**
  88783. * The culling strategy to use to check whether the mesh must be rendered or not.
  88784. * This value can be changed at any time and will be used on the next render mesh selection.
  88785. * The possible values are :
  88786. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  88787. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88788. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  88789. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  88790. * Please read each static variable documentation to get details about the culling process.
  88791. * */
  88792. cullingStrategy: number;
  88793. /**
  88794. * Gets the number of facets in the mesh
  88795. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  88796. */
  88797. readonly facetNb: number;
  88798. /**
  88799. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  88800. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  88801. */
  88802. partitioningSubdivisions: number;
  88803. /**
  88804. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  88805. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  88806. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  88807. */
  88808. partitioningBBoxRatio: number;
  88809. /**
  88810. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  88811. * Works only for updatable meshes.
  88812. * Doesn't work with multi-materials
  88813. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  88814. */
  88815. mustDepthSortFacets: boolean;
  88816. /**
  88817. * The location (Vector3) where the facet depth sort must be computed from.
  88818. * By default, the active camera position.
  88819. * Used only when facet depth sort is enabled
  88820. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  88821. */
  88822. facetDepthSortFrom: Vector3;
  88823. /**
  88824. * gets a boolean indicating if facetData is enabled
  88825. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  88826. */
  88827. readonly isFacetDataEnabled: boolean;
  88828. /** @hidden */
  88829. _updateNonUniformScalingState(value: boolean): boolean;
  88830. /**
  88831. * An event triggered when this mesh collides with another one
  88832. */
  88833. onCollideObservable: Observable<AbstractMesh>;
  88834. /** Set a function to call when this mesh collides with another one */
  88835. onCollide: () => void;
  88836. /**
  88837. * An event triggered when the collision's position changes
  88838. */
  88839. onCollisionPositionChangeObservable: Observable<Vector3>;
  88840. /** Set a function to call when the collision's position changes */
  88841. onCollisionPositionChange: () => void;
  88842. /**
  88843. * An event triggered when material is changed
  88844. */
  88845. onMaterialChangedObservable: Observable<AbstractMesh>;
  88846. /**
  88847. * Gets or sets the orientation for POV movement & rotation
  88848. */
  88849. definedFacingForward: boolean;
  88850. /** @hidden */
  88851. _occlusionQuery: Nullable<WebGLQuery>;
  88852. /** @hidden */
  88853. _renderingGroup: Nullable<RenderingGroup>;
  88854. /**
  88855. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  88856. */
  88857. /**
  88858. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  88859. */
  88860. visibility: number;
  88861. /** Gets or sets the alpha index used to sort transparent meshes
  88862. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  88863. */
  88864. alphaIndex: number;
  88865. /**
  88866. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  88867. */
  88868. isVisible: boolean;
  88869. /**
  88870. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  88871. */
  88872. isPickable: boolean;
  88873. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  88874. showSubMeshesBoundingBox: boolean;
  88875. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  88876. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  88877. */
  88878. isBlocker: boolean;
  88879. /**
  88880. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  88881. */
  88882. enablePointerMoveEvents: boolean;
  88883. /**
  88884. * Specifies the rendering group id for this mesh (0 by default)
  88885. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  88886. */
  88887. renderingGroupId: number;
  88888. private _material;
  88889. /** Gets or sets current material */
  88890. material: Nullable<Material>;
  88891. /**
  88892. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  88893. * @see http://doc.babylonjs.com/babylon101/shadows
  88894. */
  88895. receiveShadows: boolean;
  88896. /** Defines color to use when rendering outline */
  88897. outlineColor: Color3;
  88898. /** Define width to use when rendering outline */
  88899. outlineWidth: number;
  88900. /** Defines color to use when rendering overlay */
  88901. overlayColor: Color3;
  88902. /** Defines alpha to use when rendering overlay */
  88903. overlayAlpha: number;
  88904. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  88905. hasVertexAlpha: boolean;
  88906. /** 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) */
  88907. useVertexColors: boolean;
  88908. /**
  88909. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  88910. */
  88911. computeBonesUsingShaders: boolean;
  88912. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  88913. numBoneInfluencers: number;
  88914. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  88915. applyFog: boolean;
  88916. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  88917. useOctreeForRenderingSelection: boolean;
  88918. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  88919. useOctreeForPicking: boolean;
  88920. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  88921. useOctreeForCollisions: boolean;
  88922. /**
  88923. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  88924. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  88925. */
  88926. layerMask: number;
  88927. /**
  88928. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  88929. */
  88930. alwaysSelectAsActiveMesh: boolean;
  88931. /**
  88932. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  88933. */
  88934. doNotSyncBoundingInfo: boolean;
  88935. /**
  88936. * Gets or sets the current action manager
  88937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  88938. */
  88939. actionManager: Nullable<AbstractActionManager>;
  88940. private _meshCollisionData;
  88941. /**
  88942. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  88943. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  88944. */
  88945. ellipsoid: Vector3;
  88946. /**
  88947. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  88948. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  88949. */
  88950. ellipsoidOffset: Vector3;
  88951. /**
  88952. * Gets or sets a collision mask used to mask collisions (default is -1).
  88953. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  88954. */
  88955. collisionMask: number;
  88956. /**
  88957. * Gets or sets the current collision group mask (-1 by default).
  88958. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  88959. */
  88960. collisionGroup: number;
  88961. /**
  88962. * Defines edge width used when edgesRenderer is enabled
  88963. * @see https://www.babylonjs-playground.com/#10OJSG#13
  88964. */
  88965. edgesWidth: number;
  88966. /**
  88967. * Defines edge color used when edgesRenderer is enabled
  88968. * @see https://www.babylonjs-playground.com/#10OJSG#13
  88969. */
  88970. edgesColor: Color4;
  88971. /** @hidden */
  88972. _edgesRenderer: Nullable<IEdgesRenderer>;
  88973. /** @hidden */
  88974. _masterMesh: Nullable<AbstractMesh>;
  88975. /** @hidden */
  88976. _boundingInfo: Nullable<BoundingInfo>;
  88977. /** @hidden */
  88978. _renderId: number;
  88979. /**
  88980. * Gets or sets the list of subMeshes
  88981. * @see http://doc.babylonjs.com/how_to/multi_materials
  88982. */
  88983. subMeshes: SubMesh[];
  88984. /** @hidden */
  88985. _intersectionsInProgress: AbstractMesh[];
  88986. /** @hidden */
  88987. _unIndexed: boolean;
  88988. /** @hidden */
  88989. _lightSources: Light[];
  88990. /** Gets the list of lights affecting that mesh */
  88991. readonly lightSources: Light[];
  88992. /** @hidden */
  88993. readonly _positions: Nullable<Vector3[]>;
  88994. /** @hidden */
  88995. _waitingData: {
  88996. lods: Nullable<any>;
  88997. actions: Nullable<any>;
  88998. freezeWorldMatrix: Nullable<boolean>;
  88999. };
  89000. /** @hidden */
  89001. _bonesTransformMatrices: Nullable<Float32Array>;
  89002. /** @hidden */
  89003. _transformMatrixTexture: Nullable<RawTexture>;
  89004. /**
  89005. * Gets or sets a skeleton to apply skining transformations
  89006. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89007. */
  89008. skeleton: Nullable<Skeleton>;
  89009. /**
  89010. * An event triggered when the mesh is rebuilt.
  89011. */
  89012. onRebuildObservable: Observable<AbstractMesh>;
  89013. /**
  89014. * Creates a new AbstractMesh
  89015. * @param name defines the name of the mesh
  89016. * @param scene defines the hosting scene
  89017. */
  89018. constructor(name: string, scene?: Nullable<Scene>);
  89019. /**
  89020. * Returns the string "AbstractMesh"
  89021. * @returns "AbstractMesh"
  89022. */
  89023. getClassName(): string;
  89024. /**
  89025. * Gets a string representation of the current mesh
  89026. * @param fullDetails defines a boolean indicating if full details must be included
  89027. * @returns a string representation of the current mesh
  89028. */
  89029. toString(fullDetails?: boolean): string;
  89030. /**
  89031. * @hidden
  89032. */
  89033. protected _getEffectiveParent(): Nullable<Node>;
  89034. /** @hidden */
  89035. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89036. /** @hidden */
  89037. _rebuild(): void;
  89038. /** @hidden */
  89039. _resyncLightSources(): void;
  89040. /** @hidden */
  89041. _resyncLighSource(light: Light): void;
  89042. /** @hidden */
  89043. _unBindEffect(): void;
  89044. /** @hidden */
  89045. _removeLightSource(light: Light): void;
  89046. private _markSubMeshesAsDirty;
  89047. /** @hidden */
  89048. _markSubMeshesAsLightDirty(): void;
  89049. /** @hidden */
  89050. _markSubMeshesAsAttributesDirty(): void;
  89051. /** @hidden */
  89052. _markSubMeshesAsMiscDirty(): void;
  89053. /**
  89054. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89055. */
  89056. scaling: Vector3;
  89057. /**
  89058. * Returns true if the mesh is blocked. Implemented by child classes
  89059. */
  89060. readonly isBlocked: boolean;
  89061. /**
  89062. * Returns the mesh itself by default. Implemented by child classes
  89063. * @param camera defines the camera to use to pick the right LOD level
  89064. * @returns the currentAbstractMesh
  89065. */
  89066. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89067. /**
  89068. * Returns 0 by default. Implemented by child classes
  89069. * @returns an integer
  89070. */
  89071. getTotalVertices(): number;
  89072. /**
  89073. * Returns a positive integer : the total number of indices in this mesh geometry.
  89074. * @returns the numner of indices or zero if the mesh has no geometry.
  89075. */
  89076. getTotalIndices(): number;
  89077. /**
  89078. * Returns null by default. Implemented by child classes
  89079. * @returns null
  89080. */
  89081. getIndices(): Nullable<IndicesArray>;
  89082. /**
  89083. * Returns the array of the requested vertex data kind. Implemented by child classes
  89084. * @param kind defines the vertex data kind to use
  89085. * @returns null
  89086. */
  89087. getVerticesData(kind: string): Nullable<FloatArray>;
  89088. /**
  89089. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89090. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89091. * Note that a new underlying VertexBuffer object is created each call.
  89092. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89093. * @param kind defines vertex data kind:
  89094. * * VertexBuffer.PositionKind
  89095. * * VertexBuffer.UVKind
  89096. * * VertexBuffer.UV2Kind
  89097. * * VertexBuffer.UV3Kind
  89098. * * VertexBuffer.UV4Kind
  89099. * * VertexBuffer.UV5Kind
  89100. * * VertexBuffer.UV6Kind
  89101. * * VertexBuffer.ColorKind
  89102. * * VertexBuffer.MatricesIndicesKind
  89103. * * VertexBuffer.MatricesIndicesExtraKind
  89104. * * VertexBuffer.MatricesWeightsKind
  89105. * * VertexBuffer.MatricesWeightsExtraKind
  89106. * @param data defines the data source
  89107. * @param updatable defines if the data must be flagged as updatable (or static)
  89108. * @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
  89109. * @returns the current mesh
  89110. */
  89111. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89112. /**
  89113. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89114. * If the mesh has no geometry, it is simply returned as it is.
  89115. * @param kind defines vertex data kind:
  89116. * * VertexBuffer.PositionKind
  89117. * * VertexBuffer.UVKind
  89118. * * VertexBuffer.UV2Kind
  89119. * * VertexBuffer.UV3Kind
  89120. * * VertexBuffer.UV4Kind
  89121. * * VertexBuffer.UV5Kind
  89122. * * VertexBuffer.UV6Kind
  89123. * * VertexBuffer.ColorKind
  89124. * * VertexBuffer.MatricesIndicesKind
  89125. * * VertexBuffer.MatricesIndicesExtraKind
  89126. * * VertexBuffer.MatricesWeightsKind
  89127. * * VertexBuffer.MatricesWeightsExtraKind
  89128. * @param data defines the data source
  89129. * @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
  89130. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89131. * @returns the current mesh
  89132. */
  89133. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89134. /**
  89135. * Sets the mesh indices,
  89136. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89137. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89138. * @param totalVertices Defines the total number of vertices
  89139. * @returns the current mesh
  89140. */
  89141. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89142. /**
  89143. * Gets a boolean indicating if specific vertex data is present
  89144. * @param kind defines the vertex data kind to use
  89145. * @returns true is data kind is present
  89146. */
  89147. isVerticesDataPresent(kind: string): boolean;
  89148. /**
  89149. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89150. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89151. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89152. * @returns a BoundingInfo
  89153. */
  89154. getBoundingInfo(): BoundingInfo;
  89155. /**
  89156. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89157. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89158. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89159. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89160. * @returns the current mesh
  89161. */
  89162. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89163. /**
  89164. * Overwrite the current bounding info
  89165. * @param boundingInfo defines the new bounding info
  89166. * @returns the current mesh
  89167. */
  89168. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89169. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89170. readonly useBones: boolean;
  89171. /** @hidden */
  89172. _preActivate(): void;
  89173. /** @hidden */
  89174. _preActivateForIntermediateRendering(renderId: number): void;
  89175. /** @hidden */
  89176. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89177. /** @hidden */
  89178. _postActivate(): void;
  89179. /** @hidden */
  89180. _freeze(): void;
  89181. /** @hidden */
  89182. _unFreeze(): void;
  89183. /**
  89184. * Gets the current world matrix
  89185. * @returns a Matrix
  89186. */
  89187. getWorldMatrix(): Matrix;
  89188. /** @hidden */
  89189. _getWorldMatrixDeterminant(): number;
  89190. /**
  89191. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89192. */
  89193. readonly isAnInstance: boolean;
  89194. /**
  89195. * Perform relative position change from the point of view of behind the front of the mesh.
  89196. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89197. * Supports definition of mesh facing forward or backward
  89198. * @param amountRight defines the distance on the right axis
  89199. * @param amountUp defines the distance on the up axis
  89200. * @param amountForward defines the distance on the forward axis
  89201. * @returns the current mesh
  89202. */
  89203. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89204. /**
  89205. * Calculate relative position change from the point of view of behind the front of the mesh.
  89206. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89207. * Supports definition of mesh facing forward or backward
  89208. * @param amountRight defines the distance on the right axis
  89209. * @param amountUp defines the distance on the up axis
  89210. * @param amountForward defines the distance on the forward axis
  89211. * @returns the new displacement vector
  89212. */
  89213. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89214. /**
  89215. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89216. * Supports definition of mesh facing forward or backward
  89217. * @param flipBack defines the flip
  89218. * @param twirlClockwise defines the twirl
  89219. * @param tiltRight defines the tilt
  89220. * @returns the current mesh
  89221. */
  89222. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89223. /**
  89224. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89225. * Supports definition of mesh facing forward or backward.
  89226. * @param flipBack defines the flip
  89227. * @param twirlClockwise defines the twirl
  89228. * @param tiltRight defines the tilt
  89229. * @returns the new rotation vector
  89230. */
  89231. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89232. /**
  89233. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89234. * This means the mesh underlying bounding box and sphere are recomputed.
  89235. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89236. * @returns the current mesh
  89237. */
  89238. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89239. /** @hidden */
  89240. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89241. /** @hidden */
  89242. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89243. /** @hidden */
  89244. _updateBoundingInfo(): AbstractMesh;
  89245. /** @hidden */
  89246. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89247. /** @hidden */
  89248. protected _afterComputeWorldMatrix(): void;
  89249. /** @hidden */
  89250. readonly _effectiveMesh: AbstractMesh;
  89251. /**
  89252. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89253. * A mesh is in the frustum if its bounding box intersects the frustum
  89254. * @param frustumPlanes defines the frustum to test
  89255. * @returns true if the mesh is in the frustum planes
  89256. */
  89257. isInFrustum(frustumPlanes: Plane[]): boolean;
  89258. /**
  89259. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  89260. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  89261. * @param frustumPlanes defines the frustum to test
  89262. * @returns true if the mesh is completely in the frustum planes
  89263. */
  89264. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89265. /**
  89266. * True if the mesh intersects another mesh or a SolidParticle object
  89267. * @param mesh defines a target mesh or SolidParticle to test
  89268. * @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)
  89269. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  89270. * @returns true if there is an intersection
  89271. */
  89272. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  89273. /**
  89274. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  89275. * @param point defines the point to test
  89276. * @returns true if there is an intersection
  89277. */
  89278. intersectsPoint(point: Vector3): boolean;
  89279. /**
  89280. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  89281. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89282. */
  89283. checkCollisions: boolean;
  89284. /**
  89285. * Gets Collider object used to compute collisions (not physics)
  89286. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89287. */
  89288. readonly collider: Nullable<Collider>;
  89289. /**
  89290. * Move the mesh using collision engine
  89291. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89292. * @param displacement defines the requested displacement vector
  89293. * @returns the current mesh
  89294. */
  89295. moveWithCollisions(displacement: Vector3): AbstractMesh;
  89296. private _onCollisionPositionChange;
  89297. /** @hidden */
  89298. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  89299. /** @hidden */
  89300. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  89301. /** @hidden */
  89302. _checkCollision(collider: Collider): AbstractMesh;
  89303. /** @hidden */
  89304. _generatePointsArray(): boolean;
  89305. /**
  89306. * Checks if the passed Ray intersects with the mesh
  89307. * @param ray defines the ray to use
  89308. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  89309. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89310. * @returns the picking info
  89311. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  89312. */
  89313. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  89314. /**
  89315. * Clones the current mesh
  89316. * @param name defines the mesh name
  89317. * @param newParent defines the new mesh parent
  89318. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  89319. * @returns the new mesh
  89320. */
  89321. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  89322. /**
  89323. * Disposes all the submeshes of the current meshnp
  89324. * @returns the current mesh
  89325. */
  89326. releaseSubMeshes(): AbstractMesh;
  89327. /**
  89328. * Releases resources associated with this abstract mesh.
  89329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89331. */
  89332. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89333. /**
  89334. * Adds the passed mesh as a child to the current mesh
  89335. * @param mesh defines the child mesh
  89336. * @returns the current mesh
  89337. */
  89338. addChild(mesh: AbstractMesh): AbstractMesh;
  89339. /**
  89340. * Removes the passed mesh from the current mesh children list
  89341. * @param mesh defines the child mesh
  89342. * @returns the current mesh
  89343. */
  89344. removeChild(mesh: AbstractMesh): AbstractMesh;
  89345. /** @hidden */
  89346. private _initFacetData;
  89347. /**
  89348. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  89349. * This method can be called within the render loop.
  89350. * 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
  89351. * @returns the current mesh
  89352. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89353. */
  89354. updateFacetData(): AbstractMesh;
  89355. /**
  89356. * Returns the facetLocalNormals array.
  89357. * The normals are expressed in the mesh local spac
  89358. * @returns an array of Vector3
  89359. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89360. */
  89361. getFacetLocalNormals(): Vector3[];
  89362. /**
  89363. * Returns the facetLocalPositions array.
  89364. * The facet positions are expressed in the mesh local space
  89365. * @returns an array of Vector3
  89366. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89367. */
  89368. getFacetLocalPositions(): Vector3[];
  89369. /**
  89370. * Returns the facetLocalPartioning array
  89371. * @returns an array of array of numbers
  89372. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89373. */
  89374. getFacetLocalPartitioning(): number[][];
  89375. /**
  89376. * Returns the i-th facet position in the world system.
  89377. * This method allocates a new Vector3 per call
  89378. * @param i defines the facet index
  89379. * @returns a new Vector3
  89380. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89381. */
  89382. getFacetPosition(i: number): Vector3;
  89383. /**
  89384. * Sets the reference Vector3 with the i-th facet position in the world system
  89385. * @param i defines the facet index
  89386. * @param ref defines the target vector
  89387. * @returns the current mesh
  89388. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89389. */
  89390. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  89391. /**
  89392. * Returns the i-th facet normal in the world system.
  89393. * This method allocates a new Vector3 per call
  89394. * @param i defines the facet index
  89395. * @returns a new Vector3
  89396. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89397. */
  89398. getFacetNormal(i: number): Vector3;
  89399. /**
  89400. * Sets the reference Vector3 with the i-th facet normal in the world system
  89401. * @param i defines the facet index
  89402. * @param ref defines the target vector
  89403. * @returns the current mesh
  89404. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89405. */
  89406. getFacetNormalToRef(i: number, ref: Vector3): this;
  89407. /**
  89408. * 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)
  89409. * @param x defines x coordinate
  89410. * @param y defines y coordinate
  89411. * @param z defines z coordinate
  89412. * @returns the array of facet indexes
  89413. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89414. */
  89415. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  89416. /**
  89417. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  89418. * @param projected sets as the (x,y,z) world projection on the facet
  89419. * @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
  89420. * @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
  89421. * @param x defines x coordinate
  89422. * @param y defines y coordinate
  89423. * @param z defines z coordinate
  89424. * @returns the face index if found (or null instead)
  89425. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89426. */
  89427. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89428. /**
  89429. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  89430. * @param projected sets as the (x,y,z) local projection on the facet
  89431. * @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
  89432. * @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
  89433. * @param x defines x coordinate
  89434. * @param y defines y coordinate
  89435. * @param z defines z coordinate
  89436. * @returns the face index if found (or null instead)
  89437. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89438. */
  89439. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89440. /**
  89441. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  89442. * @returns the parameters
  89443. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89444. */
  89445. getFacetDataParameters(): any;
  89446. /**
  89447. * Disables the feature FacetData and frees the related memory
  89448. * @returns the current mesh
  89449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89450. */
  89451. disableFacetData(): AbstractMesh;
  89452. /**
  89453. * Updates the AbstractMesh indices array
  89454. * @param indices defines the data source
  89455. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89456. * @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)
  89457. * @returns the current mesh
  89458. */
  89459. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89460. /**
  89461. * Creates new normals data for the mesh
  89462. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  89463. * @returns the current mesh
  89464. */
  89465. createNormals(updatable: boolean): AbstractMesh;
  89466. /**
  89467. * Align the mesh with a normal
  89468. * @param normal defines the normal to use
  89469. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  89470. * @returns the current mesh
  89471. */
  89472. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  89473. /** @hidden */
  89474. _checkOcclusionQuery(): boolean;
  89475. /**
  89476. * Disables the mesh edge rendering mode
  89477. * @returns the currentAbstractMesh
  89478. */
  89479. disableEdgesRendering(): AbstractMesh;
  89480. /**
  89481. * Enables the edge rendering mode on the mesh.
  89482. * This mode makes the mesh edges visible
  89483. * @param epsilon defines the maximal distance between two angles to detect a face
  89484. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  89485. * @returns the currentAbstractMesh
  89486. * @see https://www.babylonjs-playground.com/#19O9TU#0
  89487. */
  89488. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  89489. }
  89490. }
  89491. declare module BABYLON {
  89492. /**
  89493. * Interface used to define ActionEvent
  89494. */
  89495. export interface IActionEvent {
  89496. /** The mesh or sprite that triggered the action */
  89497. source: any;
  89498. /** The X mouse cursor position at the time of the event */
  89499. pointerX: number;
  89500. /** The Y mouse cursor position at the time of the event */
  89501. pointerY: number;
  89502. /** The mesh that is currently pointed at (can be null) */
  89503. meshUnderPointer: Nullable<AbstractMesh>;
  89504. /** the original (browser) event that triggered the ActionEvent */
  89505. sourceEvent?: any;
  89506. /** additional data for the event */
  89507. additionalData?: any;
  89508. }
  89509. /**
  89510. * ActionEvent is the event being sent when an action is triggered.
  89511. */
  89512. export class ActionEvent implements IActionEvent {
  89513. /** The mesh or sprite that triggered the action */
  89514. source: any;
  89515. /** The X mouse cursor position at the time of the event */
  89516. pointerX: number;
  89517. /** The Y mouse cursor position at the time of the event */
  89518. pointerY: number;
  89519. /** The mesh that is currently pointed at (can be null) */
  89520. meshUnderPointer: Nullable<AbstractMesh>;
  89521. /** the original (browser) event that triggered the ActionEvent */
  89522. sourceEvent?: any;
  89523. /** additional data for the event */
  89524. additionalData?: any;
  89525. /**
  89526. * Creates a new ActionEvent
  89527. * @param source The mesh or sprite that triggered the action
  89528. * @param pointerX The X mouse cursor position at the time of the event
  89529. * @param pointerY The Y mouse cursor position at the time of the event
  89530. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  89531. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  89532. * @param additionalData additional data for the event
  89533. */
  89534. constructor(
  89535. /** The mesh or sprite that triggered the action */
  89536. source: any,
  89537. /** The X mouse cursor position at the time of the event */
  89538. pointerX: number,
  89539. /** The Y mouse cursor position at the time of the event */
  89540. pointerY: number,
  89541. /** The mesh that is currently pointed at (can be null) */
  89542. meshUnderPointer: Nullable<AbstractMesh>,
  89543. /** the original (browser) event that triggered the ActionEvent */
  89544. sourceEvent?: any,
  89545. /** additional data for the event */
  89546. additionalData?: any);
  89547. /**
  89548. * Helper function to auto-create an ActionEvent from a source mesh.
  89549. * @param source The source mesh that triggered the event
  89550. * @param evt The original (browser) event
  89551. * @param additionalData additional data for the event
  89552. * @returns the new ActionEvent
  89553. */
  89554. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  89555. /**
  89556. * Helper function to auto-create an ActionEvent from a source sprite
  89557. * @param source The source sprite that triggered the event
  89558. * @param scene Scene associated with the sprite
  89559. * @param evt The original (browser) event
  89560. * @param additionalData additional data for the event
  89561. * @returns the new ActionEvent
  89562. */
  89563. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  89564. /**
  89565. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  89566. * @param scene the scene where the event occurred
  89567. * @param evt The original (browser) event
  89568. * @returns the new ActionEvent
  89569. */
  89570. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  89571. /**
  89572. * Helper function to auto-create an ActionEvent from a primitive
  89573. * @param prim defines the target primitive
  89574. * @param pointerPos defines the pointer position
  89575. * @param evt The original (browser) event
  89576. * @param additionalData additional data for the event
  89577. * @returns the new ActionEvent
  89578. */
  89579. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  89580. }
  89581. }
  89582. declare module BABYLON {
  89583. /**
  89584. * Abstract class used to decouple action Manager from scene and meshes.
  89585. * Do not instantiate.
  89586. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89587. */
  89588. export abstract class AbstractActionManager implements IDisposable {
  89589. /** Gets the list of active triggers */
  89590. static Triggers: {
  89591. [key: string]: number;
  89592. };
  89593. /** Gets the cursor to use when hovering items */
  89594. hoverCursor: string;
  89595. /** Gets the list of actions */
  89596. actions: IAction[];
  89597. /**
  89598. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  89599. */
  89600. isRecursive: boolean;
  89601. /**
  89602. * Releases all associated resources
  89603. */
  89604. abstract dispose(): void;
  89605. /**
  89606. * Does this action manager has pointer triggers
  89607. */
  89608. abstract readonly hasPointerTriggers: boolean;
  89609. /**
  89610. * Does this action manager has pick triggers
  89611. */
  89612. abstract readonly hasPickTriggers: boolean;
  89613. /**
  89614. * Process a specific trigger
  89615. * @param trigger defines the trigger to process
  89616. * @param evt defines the event details to be processed
  89617. */
  89618. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  89619. /**
  89620. * Does this action manager handles actions of any of the given triggers
  89621. * @param triggers defines the triggers to be tested
  89622. * @return a boolean indicating whether one (or more) of the triggers is handled
  89623. */
  89624. abstract hasSpecificTriggers(triggers: number[]): boolean;
  89625. /**
  89626. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  89627. * speed.
  89628. * @param triggerA defines the trigger to be tested
  89629. * @param triggerB defines the trigger to be tested
  89630. * @return a boolean indicating whether one (or more) of the triggers is handled
  89631. */
  89632. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  89633. /**
  89634. * Does this action manager handles actions of a given trigger
  89635. * @param trigger defines the trigger to be tested
  89636. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  89637. * @return whether the trigger is handled
  89638. */
  89639. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  89640. /**
  89641. * Serialize this manager to a JSON object
  89642. * @param name defines the property name to store this manager
  89643. * @returns a JSON representation of this manager
  89644. */
  89645. abstract serialize(name: string): any;
  89646. /**
  89647. * Registers an action to this action manager
  89648. * @param action defines the action to be registered
  89649. * @return the action amended (prepared) after registration
  89650. */
  89651. abstract registerAction(action: IAction): Nullable<IAction>;
  89652. /**
  89653. * Unregisters an action to this action manager
  89654. * @param action defines the action to be unregistered
  89655. * @return a boolean indicating whether the action has been unregistered
  89656. */
  89657. abstract unregisterAction(action: IAction): Boolean;
  89658. /**
  89659. * Does exist one action manager with at least one trigger
  89660. **/
  89661. static readonly HasTriggers: boolean;
  89662. /**
  89663. * Does exist one action manager with at least one pick trigger
  89664. **/
  89665. static readonly HasPickTriggers: boolean;
  89666. /**
  89667. * Does exist one action manager that handles actions of a given trigger
  89668. * @param trigger defines the trigger to be tested
  89669. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  89670. **/
  89671. static HasSpecificTrigger(trigger: number): boolean;
  89672. }
  89673. }
  89674. declare module BABYLON {
  89675. /**
  89676. * Defines how a node can be built from a string name.
  89677. */
  89678. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  89679. /**
  89680. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  89681. */
  89682. export class Node implements IBehaviorAware<Node> {
  89683. /** @hidden */
  89684. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  89685. private static _NodeConstructors;
  89686. /**
  89687. * Add a new node constructor
  89688. * @param type defines the type name of the node to construct
  89689. * @param constructorFunc defines the constructor function
  89690. */
  89691. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  89692. /**
  89693. * Returns a node constructor based on type name
  89694. * @param type defines the type name
  89695. * @param name defines the new node name
  89696. * @param scene defines the hosting scene
  89697. * @param options defines optional options to transmit to constructors
  89698. * @returns the new constructor or null
  89699. */
  89700. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  89701. /**
  89702. * Gets or sets the name of the node
  89703. */
  89704. name: string;
  89705. /**
  89706. * Gets or sets the id of the node
  89707. */
  89708. id: string;
  89709. /**
  89710. * Gets or sets the unique id of the node
  89711. */
  89712. uniqueId: number;
  89713. /**
  89714. * Gets or sets a string used to store user defined state for the node
  89715. */
  89716. state: string;
  89717. /**
  89718. * Gets or sets an object used to store user defined information for the node
  89719. */
  89720. metadata: any;
  89721. /**
  89722. * For internal use only. Please do not use.
  89723. */
  89724. reservedDataStore: any;
  89725. /**
  89726. * List of inspectable custom properties (used by the Inspector)
  89727. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  89728. */
  89729. inspectableCustomProperties: IInspectable[];
  89730. /**
  89731. * Gets or sets a boolean used to define if the node must be serialized
  89732. */
  89733. doNotSerialize: boolean;
  89734. /** @hidden */
  89735. _isDisposed: boolean;
  89736. /**
  89737. * Gets a list of Animations associated with the node
  89738. */
  89739. animations: Animation[];
  89740. protected _ranges: {
  89741. [name: string]: Nullable<AnimationRange>;
  89742. };
  89743. /**
  89744. * Callback raised when the node is ready to be used
  89745. */
  89746. onReady: Nullable<(node: Node) => void>;
  89747. private _isEnabled;
  89748. private _isParentEnabled;
  89749. private _isReady;
  89750. /** @hidden */
  89751. _currentRenderId: number;
  89752. private _parentUpdateId;
  89753. /** @hidden */
  89754. _childUpdateId: number;
  89755. /** @hidden */
  89756. _waitingParentId: Nullable<string>;
  89757. /** @hidden */
  89758. _scene: Scene;
  89759. /** @hidden */
  89760. _cache: any;
  89761. private _parentNode;
  89762. private _children;
  89763. /** @hidden */
  89764. _worldMatrix: Matrix;
  89765. /** @hidden */
  89766. _worldMatrixDeterminant: number;
  89767. /** @hidden */
  89768. _worldMatrixDeterminantIsDirty: boolean;
  89769. /** @hidden */
  89770. private _sceneRootNodesIndex;
  89771. /**
  89772. * Gets a boolean indicating if the node has been disposed
  89773. * @returns true if the node was disposed
  89774. */
  89775. isDisposed(): boolean;
  89776. /**
  89777. * Gets or sets the parent of the node (without keeping the current position in the scene)
  89778. * @see https://doc.babylonjs.com/how_to/parenting
  89779. */
  89780. parent: Nullable<Node>;
  89781. private addToSceneRootNodes;
  89782. private removeFromSceneRootNodes;
  89783. private _animationPropertiesOverride;
  89784. /**
  89785. * Gets or sets the animation properties override
  89786. */
  89787. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  89788. /**
  89789. * Gets a string idenfifying the name of the class
  89790. * @returns "Node" string
  89791. */
  89792. getClassName(): string;
  89793. /** @hidden */
  89794. readonly _isNode: boolean;
  89795. /**
  89796. * An event triggered when the mesh is disposed
  89797. */
  89798. onDisposeObservable: Observable<Node>;
  89799. private _onDisposeObserver;
  89800. /**
  89801. * Sets a callback that will be raised when the node will be disposed
  89802. */
  89803. onDispose: () => void;
  89804. /**
  89805. * Creates a new Node
  89806. * @param name the name and id to be given to this node
  89807. * @param scene the scene this node will be added to
  89808. * @param addToRootNodes the node will be added to scene.rootNodes
  89809. */
  89810. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  89811. /**
  89812. * Gets the scene of the node
  89813. * @returns a scene
  89814. */
  89815. getScene(): Scene;
  89816. /**
  89817. * Gets the engine of the node
  89818. * @returns a Engine
  89819. */
  89820. getEngine(): Engine;
  89821. private _behaviors;
  89822. /**
  89823. * Attach a behavior to the node
  89824. * @see http://doc.babylonjs.com/features/behaviour
  89825. * @param behavior defines the behavior to attach
  89826. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  89827. * @returns the current Node
  89828. */
  89829. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  89830. /**
  89831. * Remove an attached behavior
  89832. * @see http://doc.babylonjs.com/features/behaviour
  89833. * @param behavior defines the behavior to attach
  89834. * @returns the current Node
  89835. */
  89836. removeBehavior(behavior: Behavior<Node>): Node;
  89837. /**
  89838. * Gets the list of attached behaviors
  89839. * @see http://doc.babylonjs.com/features/behaviour
  89840. */
  89841. readonly behaviors: Behavior<Node>[];
  89842. /**
  89843. * Gets an attached behavior by name
  89844. * @param name defines the name of the behavior to look for
  89845. * @see http://doc.babylonjs.com/features/behaviour
  89846. * @returns null if behavior was not found else the requested behavior
  89847. */
  89848. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  89849. /**
  89850. * Returns the latest update of the World matrix
  89851. * @returns a Matrix
  89852. */
  89853. getWorldMatrix(): Matrix;
  89854. /** @hidden */
  89855. _getWorldMatrixDeterminant(): number;
  89856. /**
  89857. * Returns directly the latest state of the mesh World matrix.
  89858. * A Matrix is returned.
  89859. */
  89860. readonly worldMatrixFromCache: Matrix;
  89861. /** @hidden */
  89862. _initCache(): void;
  89863. /** @hidden */
  89864. updateCache(force?: boolean): void;
  89865. /** @hidden */
  89866. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89867. /** @hidden */
  89868. _updateCache(ignoreParentClass?: boolean): void;
  89869. /** @hidden */
  89870. _isSynchronized(): boolean;
  89871. /** @hidden */
  89872. _markSyncedWithParent(): void;
  89873. /** @hidden */
  89874. isSynchronizedWithParent(): boolean;
  89875. /** @hidden */
  89876. isSynchronized(): boolean;
  89877. /**
  89878. * Is this node ready to be used/rendered
  89879. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89880. * @return true if the node is ready
  89881. */
  89882. isReady(completeCheck?: boolean): boolean;
  89883. /**
  89884. * Is this node enabled?
  89885. * 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
  89886. * @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
  89887. * @return whether this node (and its parent) is enabled
  89888. */
  89889. isEnabled(checkAncestors?: boolean): boolean;
  89890. /** @hidden */
  89891. protected _syncParentEnabledState(): void;
  89892. /**
  89893. * Set the enabled state of this node
  89894. * @param value defines the new enabled state
  89895. */
  89896. setEnabled(value: boolean): void;
  89897. /**
  89898. * Is this node a descendant of the given node?
  89899. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  89900. * @param ancestor defines the parent node to inspect
  89901. * @returns a boolean indicating if this node is a descendant of the given node
  89902. */
  89903. isDescendantOf(ancestor: Node): boolean;
  89904. /** @hidden */
  89905. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  89906. /**
  89907. * Will return all nodes that have this node as ascendant
  89908. * @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
  89909. * @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
  89910. * @return all children nodes of all types
  89911. */
  89912. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  89913. /**
  89914. * Get all child-meshes of this node
  89915. * @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)
  89916. * @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
  89917. * @returns an array of AbstractMesh
  89918. */
  89919. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  89920. /**
  89921. * Get all direct children of this node
  89922. * @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
  89923. * @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)
  89924. * @returns an array of Node
  89925. */
  89926. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  89927. /** @hidden */
  89928. _setReady(state: boolean): void;
  89929. /**
  89930. * Get an animation by name
  89931. * @param name defines the name of the animation to look for
  89932. * @returns null if not found else the requested animation
  89933. */
  89934. getAnimationByName(name: string): Nullable<Animation>;
  89935. /**
  89936. * Creates an animation range for this node
  89937. * @param name defines the name of the range
  89938. * @param from defines the starting key
  89939. * @param to defines the end key
  89940. */
  89941. createAnimationRange(name: string, from: number, to: number): void;
  89942. /**
  89943. * Delete a specific animation range
  89944. * @param name defines the name of the range to delete
  89945. * @param deleteFrames defines if animation frames from the range must be deleted as well
  89946. */
  89947. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  89948. /**
  89949. * Get an animation range by name
  89950. * @param name defines the name of the animation range to look for
  89951. * @returns null if not found else the requested animation range
  89952. */
  89953. getAnimationRange(name: string): Nullable<AnimationRange>;
  89954. /**
  89955. * Gets the list of all animation ranges defined on this node
  89956. * @returns an array
  89957. */
  89958. getAnimationRanges(): Nullable<AnimationRange>[];
  89959. /**
  89960. * Will start the animation sequence
  89961. * @param name defines the range frames for animation sequence
  89962. * @param loop defines if the animation should loop (false by default)
  89963. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  89964. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  89965. * @returns the object created for this animation. If range does not exist, it will return null
  89966. */
  89967. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  89968. /**
  89969. * Serialize animation ranges into a JSON compatible object
  89970. * @returns serialization object
  89971. */
  89972. serializeAnimationRanges(): any;
  89973. /**
  89974. * Computes the world matrix of the node
  89975. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  89976. * @returns the world matrix
  89977. */
  89978. computeWorldMatrix(force?: boolean): Matrix;
  89979. /**
  89980. * Releases resources associated with this node.
  89981. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89982. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89983. */
  89984. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89985. /**
  89986. * Parse animation range data from a serialization object and store them into a given node
  89987. * @param node defines where to store the animation ranges
  89988. * @param parsedNode defines the serialization object to read data from
  89989. * @param scene defines the hosting scene
  89990. */
  89991. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  89992. /**
  89993. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  89994. * @param includeDescendants Include bounding info from descendants as well (true by default)
  89995. * @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
  89996. * @returns the new bounding vectors
  89997. */
  89998. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  89999. min: Vector3;
  90000. max: Vector3;
  90001. };
  90002. }
  90003. }
  90004. declare module BABYLON {
  90005. /**
  90006. * @hidden
  90007. */
  90008. export class _IAnimationState {
  90009. key: number;
  90010. repeatCount: number;
  90011. workValue?: any;
  90012. loopMode?: number;
  90013. offsetValue?: any;
  90014. highLimitValue?: any;
  90015. }
  90016. /**
  90017. * Class used to store any kind of animation
  90018. */
  90019. export class Animation {
  90020. /**Name of the animation */
  90021. name: string;
  90022. /**Property to animate */
  90023. targetProperty: string;
  90024. /**The frames per second of the animation */
  90025. framePerSecond: number;
  90026. /**The data type of the animation */
  90027. dataType: number;
  90028. /**The loop mode of the animation */
  90029. loopMode?: number | undefined;
  90030. /**Specifies if blending should be enabled */
  90031. enableBlending?: boolean | undefined;
  90032. /**
  90033. * Use matrix interpolation instead of using direct key value when animating matrices
  90034. */
  90035. static AllowMatricesInterpolation: boolean;
  90036. /**
  90037. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90038. */
  90039. static AllowMatrixDecomposeForInterpolation: boolean;
  90040. /**
  90041. * Stores the key frames of the animation
  90042. */
  90043. private _keys;
  90044. /**
  90045. * Stores the easing function of the animation
  90046. */
  90047. private _easingFunction;
  90048. /**
  90049. * @hidden Internal use only
  90050. */
  90051. _runtimeAnimations: RuntimeAnimation[];
  90052. /**
  90053. * The set of event that will be linked to this animation
  90054. */
  90055. private _events;
  90056. /**
  90057. * Stores an array of target property paths
  90058. */
  90059. targetPropertyPath: string[];
  90060. /**
  90061. * Stores the blending speed of the animation
  90062. */
  90063. blendingSpeed: number;
  90064. /**
  90065. * Stores the animation ranges for the animation
  90066. */
  90067. private _ranges;
  90068. /**
  90069. * @hidden Internal use
  90070. */
  90071. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90072. /**
  90073. * Sets up an animation
  90074. * @param property The property to animate
  90075. * @param animationType The animation type to apply
  90076. * @param framePerSecond The frames per second of the animation
  90077. * @param easingFunction The easing function used in the animation
  90078. * @returns The created animation
  90079. */
  90080. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90081. /**
  90082. * Create and start an animation on a node
  90083. * @param name defines the name of the global animation that will be run on all nodes
  90084. * @param node defines the root node where the animation will take place
  90085. * @param targetProperty defines property to animate
  90086. * @param framePerSecond defines the number of frame per second yo use
  90087. * @param totalFrame defines the number of frames in total
  90088. * @param from defines the initial value
  90089. * @param to defines the final value
  90090. * @param loopMode defines which loop mode you want to use (off by default)
  90091. * @param easingFunction defines the easing function to use (linear by default)
  90092. * @param onAnimationEnd defines the callback to call when animation end
  90093. * @returns the animatable created for this animation
  90094. */
  90095. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90096. /**
  90097. * Create and start an animation on a node and its descendants
  90098. * @param name defines the name of the global animation that will be run on all nodes
  90099. * @param node defines the root node where the animation will take place
  90100. * @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
  90101. * @param targetProperty defines property to animate
  90102. * @param framePerSecond defines the number of frame per second to use
  90103. * @param totalFrame defines the number of frames in total
  90104. * @param from defines the initial value
  90105. * @param to defines the final value
  90106. * @param loopMode defines which loop mode you want to use (off by default)
  90107. * @param easingFunction defines the easing function to use (linear by default)
  90108. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90109. * @returns the list of animatables created for all nodes
  90110. * @example https://www.babylonjs-playground.com/#MH0VLI
  90111. */
  90112. 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[]>;
  90113. /**
  90114. * Creates a new animation, merges it with the existing animations and starts it
  90115. * @param name Name of the animation
  90116. * @param node Node which contains the scene that begins the animations
  90117. * @param targetProperty Specifies which property to animate
  90118. * @param framePerSecond The frames per second of the animation
  90119. * @param totalFrame The total number of frames
  90120. * @param from The frame at the beginning of the animation
  90121. * @param to The frame at the end of the animation
  90122. * @param loopMode Specifies the loop mode of the animation
  90123. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90124. * @param onAnimationEnd Callback to run once the animation is complete
  90125. * @returns Nullable animation
  90126. */
  90127. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90128. /**
  90129. * Transition property of an host to the target Value
  90130. * @param property The property to transition
  90131. * @param targetValue The target Value of the property
  90132. * @param host The object where the property to animate belongs
  90133. * @param scene Scene used to run the animation
  90134. * @param frameRate Framerate (in frame/s) to use
  90135. * @param transition The transition type we want to use
  90136. * @param duration The duration of the animation, in milliseconds
  90137. * @param onAnimationEnd Callback trigger at the end of the animation
  90138. * @returns Nullable animation
  90139. */
  90140. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90141. /**
  90142. * Return the array of runtime animations currently using this animation
  90143. */
  90144. readonly runtimeAnimations: RuntimeAnimation[];
  90145. /**
  90146. * Specifies if any of the runtime animations are currently running
  90147. */
  90148. readonly hasRunningRuntimeAnimations: boolean;
  90149. /**
  90150. * Initializes the animation
  90151. * @param name Name of the animation
  90152. * @param targetProperty Property to animate
  90153. * @param framePerSecond The frames per second of the animation
  90154. * @param dataType The data type of the animation
  90155. * @param loopMode The loop mode of the animation
  90156. * @param enableBlending Specifies if blending should be enabled
  90157. */
  90158. constructor(
  90159. /**Name of the animation */
  90160. name: string,
  90161. /**Property to animate */
  90162. targetProperty: string,
  90163. /**The frames per second of the animation */
  90164. framePerSecond: number,
  90165. /**The data type of the animation */
  90166. dataType: number,
  90167. /**The loop mode of the animation */
  90168. loopMode?: number | undefined,
  90169. /**Specifies if blending should be enabled */
  90170. enableBlending?: boolean | undefined);
  90171. /**
  90172. * Converts the animation to a string
  90173. * @param fullDetails support for multiple levels of logging within scene loading
  90174. * @returns String form of the animation
  90175. */
  90176. toString(fullDetails?: boolean): string;
  90177. /**
  90178. * Add an event to this animation
  90179. * @param event Event to add
  90180. */
  90181. addEvent(event: AnimationEvent): void;
  90182. /**
  90183. * Remove all events found at the given frame
  90184. * @param frame The frame to remove events from
  90185. */
  90186. removeEvents(frame: number): void;
  90187. /**
  90188. * Retrieves all the events from the animation
  90189. * @returns Events from the animation
  90190. */
  90191. getEvents(): AnimationEvent[];
  90192. /**
  90193. * Creates an animation range
  90194. * @param name Name of the animation range
  90195. * @param from Starting frame of the animation range
  90196. * @param to Ending frame of the animation
  90197. */
  90198. createRange(name: string, from: number, to: number): void;
  90199. /**
  90200. * Deletes an animation range by name
  90201. * @param name Name of the animation range to delete
  90202. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90203. */
  90204. deleteRange(name: string, deleteFrames?: boolean): void;
  90205. /**
  90206. * Gets the animation range by name, or null if not defined
  90207. * @param name Name of the animation range
  90208. * @returns Nullable animation range
  90209. */
  90210. getRange(name: string): Nullable<AnimationRange>;
  90211. /**
  90212. * Gets the key frames from the animation
  90213. * @returns The key frames of the animation
  90214. */
  90215. getKeys(): Array<IAnimationKey>;
  90216. /**
  90217. * Gets the highest frame rate of the animation
  90218. * @returns Highest frame rate of the animation
  90219. */
  90220. getHighestFrame(): number;
  90221. /**
  90222. * Gets the easing function of the animation
  90223. * @returns Easing function of the animation
  90224. */
  90225. getEasingFunction(): IEasingFunction;
  90226. /**
  90227. * Sets the easing function of the animation
  90228. * @param easingFunction A custom mathematical formula for animation
  90229. */
  90230. setEasingFunction(easingFunction: EasingFunction): void;
  90231. /**
  90232. * Interpolates a scalar linearly
  90233. * @param startValue Start value of the animation curve
  90234. * @param endValue End value of the animation curve
  90235. * @param gradient Scalar amount to interpolate
  90236. * @returns Interpolated scalar value
  90237. */
  90238. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90239. /**
  90240. * Interpolates a scalar cubically
  90241. * @param startValue Start value of the animation curve
  90242. * @param outTangent End tangent of the animation
  90243. * @param endValue End value of the animation curve
  90244. * @param inTangent Start tangent of the animation curve
  90245. * @param gradient Scalar amount to interpolate
  90246. * @returns Interpolated scalar value
  90247. */
  90248. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90249. /**
  90250. * Interpolates a quaternion using a spherical linear interpolation
  90251. * @param startValue Start value of the animation curve
  90252. * @param endValue End value of the animation curve
  90253. * @param gradient Scalar amount to interpolate
  90254. * @returns Interpolated quaternion value
  90255. */
  90256. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  90257. /**
  90258. * Interpolates a quaternion cubically
  90259. * @param startValue Start value of the animation curve
  90260. * @param outTangent End tangent of the animation curve
  90261. * @param endValue End value of the animation curve
  90262. * @param inTangent Start tangent of the animation curve
  90263. * @param gradient Scalar amount to interpolate
  90264. * @returns Interpolated quaternion value
  90265. */
  90266. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  90267. /**
  90268. * Interpolates a Vector3 linearl
  90269. * @param startValue Start value of the animation curve
  90270. * @param endValue End value of the animation curve
  90271. * @param gradient Scalar amount to interpolate
  90272. * @returns Interpolated scalar value
  90273. */
  90274. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  90275. /**
  90276. * Interpolates a Vector3 cubically
  90277. * @param startValue Start value of the animation curve
  90278. * @param outTangent End tangent of the animation
  90279. * @param endValue End value of the animation curve
  90280. * @param inTangent Start tangent of the animation curve
  90281. * @param gradient Scalar amount to interpolate
  90282. * @returns InterpolatedVector3 value
  90283. */
  90284. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  90285. /**
  90286. * Interpolates a Vector2 linearly
  90287. * @param startValue Start value of the animation curve
  90288. * @param endValue End value of the animation curve
  90289. * @param gradient Scalar amount to interpolate
  90290. * @returns Interpolated Vector2 value
  90291. */
  90292. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  90293. /**
  90294. * Interpolates a Vector2 cubically
  90295. * @param startValue Start value of the animation curve
  90296. * @param outTangent End tangent of the animation
  90297. * @param endValue End value of the animation curve
  90298. * @param inTangent Start tangent of the animation curve
  90299. * @param gradient Scalar amount to interpolate
  90300. * @returns Interpolated Vector2 value
  90301. */
  90302. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  90303. /**
  90304. * Interpolates a size linearly
  90305. * @param startValue Start value of the animation curve
  90306. * @param endValue End value of the animation curve
  90307. * @param gradient Scalar amount to interpolate
  90308. * @returns Interpolated Size value
  90309. */
  90310. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  90311. /**
  90312. * Interpolates a Color3 linearly
  90313. * @param startValue Start value of the animation curve
  90314. * @param endValue End value of the animation curve
  90315. * @param gradient Scalar amount to interpolate
  90316. * @returns Interpolated Color3 value
  90317. */
  90318. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  90319. /**
  90320. * @hidden Internal use only
  90321. */
  90322. _getKeyValue(value: any): any;
  90323. /**
  90324. * @hidden Internal use only
  90325. */
  90326. _interpolate(currentFrame: number, state: _IAnimationState): any;
  90327. /**
  90328. * Defines the function to use to interpolate matrices
  90329. * @param startValue defines the start matrix
  90330. * @param endValue defines the end matrix
  90331. * @param gradient defines the gradient between both matrices
  90332. * @param result defines an optional target matrix where to store the interpolation
  90333. * @returns the interpolated matrix
  90334. */
  90335. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  90336. /**
  90337. * Makes a copy of the animation
  90338. * @returns Cloned animation
  90339. */
  90340. clone(): Animation;
  90341. /**
  90342. * Sets the key frames of the animation
  90343. * @param values The animation key frames to set
  90344. */
  90345. setKeys(values: Array<IAnimationKey>): void;
  90346. /**
  90347. * Serializes the animation to an object
  90348. * @returns Serialized object
  90349. */
  90350. serialize(): any;
  90351. /**
  90352. * Float animation type
  90353. */
  90354. private static _ANIMATIONTYPE_FLOAT;
  90355. /**
  90356. * Vector3 animation type
  90357. */
  90358. private static _ANIMATIONTYPE_VECTOR3;
  90359. /**
  90360. * Quaternion animation type
  90361. */
  90362. private static _ANIMATIONTYPE_QUATERNION;
  90363. /**
  90364. * Matrix animation type
  90365. */
  90366. private static _ANIMATIONTYPE_MATRIX;
  90367. /**
  90368. * Color3 animation type
  90369. */
  90370. private static _ANIMATIONTYPE_COLOR3;
  90371. /**
  90372. * Vector2 animation type
  90373. */
  90374. private static _ANIMATIONTYPE_VECTOR2;
  90375. /**
  90376. * Size animation type
  90377. */
  90378. private static _ANIMATIONTYPE_SIZE;
  90379. /**
  90380. * Relative Loop Mode
  90381. */
  90382. private static _ANIMATIONLOOPMODE_RELATIVE;
  90383. /**
  90384. * Cycle Loop Mode
  90385. */
  90386. private static _ANIMATIONLOOPMODE_CYCLE;
  90387. /**
  90388. * Constant Loop Mode
  90389. */
  90390. private static _ANIMATIONLOOPMODE_CONSTANT;
  90391. /**
  90392. * Get the float animation type
  90393. */
  90394. static readonly ANIMATIONTYPE_FLOAT: number;
  90395. /**
  90396. * Get the Vector3 animation type
  90397. */
  90398. static readonly ANIMATIONTYPE_VECTOR3: number;
  90399. /**
  90400. * Get the Vector2 animation type
  90401. */
  90402. static readonly ANIMATIONTYPE_VECTOR2: number;
  90403. /**
  90404. * Get the Size animation type
  90405. */
  90406. static readonly ANIMATIONTYPE_SIZE: number;
  90407. /**
  90408. * Get the Quaternion animation type
  90409. */
  90410. static readonly ANIMATIONTYPE_QUATERNION: number;
  90411. /**
  90412. * Get the Matrix animation type
  90413. */
  90414. static readonly ANIMATIONTYPE_MATRIX: number;
  90415. /**
  90416. * Get the Color3 animation type
  90417. */
  90418. static readonly ANIMATIONTYPE_COLOR3: number;
  90419. /**
  90420. * Get the Relative Loop Mode
  90421. */
  90422. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  90423. /**
  90424. * Get the Cycle Loop Mode
  90425. */
  90426. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  90427. /**
  90428. * Get the Constant Loop Mode
  90429. */
  90430. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  90431. /** @hidden */
  90432. static _UniversalLerp(left: any, right: any, amount: number): any;
  90433. /**
  90434. * Parses an animation object and creates an animation
  90435. * @param parsedAnimation Parsed animation object
  90436. * @returns Animation object
  90437. */
  90438. static Parse(parsedAnimation: any): Animation;
  90439. /**
  90440. * Appends the serialized animations from the source animations
  90441. * @param source Source containing the animations
  90442. * @param destination Target to store the animations
  90443. */
  90444. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90445. }
  90446. }
  90447. declare module BABYLON {
  90448. /**
  90449. * Interface containing an array of animations
  90450. */
  90451. export interface IAnimatable {
  90452. /**
  90453. * Array of animations
  90454. */
  90455. animations: Nullable<Array<Animation>>;
  90456. }
  90457. }
  90458. declare module BABYLON {
  90459. /**
  90460. * This represents all the required information to add a fresnel effect on a material:
  90461. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  90462. */
  90463. export class FresnelParameters {
  90464. private _isEnabled;
  90465. /**
  90466. * Define if the fresnel effect is enable or not.
  90467. */
  90468. isEnabled: boolean;
  90469. /**
  90470. * Define the color used on edges (grazing angle)
  90471. */
  90472. leftColor: Color3;
  90473. /**
  90474. * Define the color used on center
  90475. */
  90476. rightColor: Color3;
  90477. /**
  90478. * Define bias applied to computed fresnel term
  90479. */
  90480. bias: number;
  90481. /**
  90482. * Defined the power exponent applied to fresnel term
  90483. */
  90484. power: number;
  90485. /**
  90486. * Clones the current fresnel and its valuues
  90487. * @returns a clone fresnel configuration
  90488. */
  90489. clone(): FresnelParameters;
  90490. /**
  90491. * Serializes the current fresnel parameters to a JSON representation.
  90492. * @return the JSON serialization
  90493. */
  90494. serialize(): any;
  90495. /**
  90496. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  90497. * @param parsedFresnelParameters Define the JSON representation
  90498. * @returns the parsed parameters
  90499. */
  90500. static Parse(parsedFresnelParameters: any): FresnelParameters;
  90501. }
  90502. }
  90503. declare module BABYLON {
  90504. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  90505. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90506. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90507. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90508. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90509. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90510. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90511. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90512. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90513. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90514. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90515. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90516. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90517. /**
  90518. * Decorator used to define property that can be serialized as reference to a camera
  90519. * @param sourceName defines the name of the property to decorate
  90520. */
  90521. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90522. /**
  90523. * Class used to help serialization objects
  90524. */
  90525. export class SerializationHelper {
  90526. /** @hidden */
  90527. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  90528. /** @hidden */
  90529. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  90530. /** @hidden */
  90531. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  90532. /** @hidden */
  90533. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  90534. /**
  90535. * Appends the serialized animations from the source animations
  90536. * @param source Source containing the animations
  90537. * @param destination Target to store the animations
  90538. */
  90539. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90540. /**
  90541. * Static function used to serialized a specific entity
  90542. * @param entity defines the entity to serialize
  90543. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  90544. * @returns a JSON compatible object representing the serialization of the entity
  90545. */
  90546. static Serialize<T>(entity: T, serializationObject?: any): any;
  90547. /**
  90548. * Creates a new entity from a serialization data object
  90549. * @param creationFunction defines a function used to instanciated the new entity
  90550. * @param source defines the source serialization data
  90551. * @param scene defines the hosting scene
  90552. * @param rootUrl defines the root url for resources
  90553. * @returns a new entity
  90554. */
  90555. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  90556. /**
  90557. * Clones an object
  90558. * @param creationFunction defines the function used to instanciate the new object
  90559. * @param source defines the source object
  90560. * @returns the cloned object
  90561. */
  90562. static Clone<T>(creationFunction: () => T, source: T): T;
  90563. /**
  90564. * Instanciates a new object based on a source one (some data will be shared between both object)
  90565. * @param creationFunction defines the function used to instanciate the new object
  90566. * @param source defines the source object
  90567. * @returns the new object
  90568. */
  90569. static Instanciate<T>(creationFunction: () => T, source: T): T;
  90570. }
  90571. }
  90572. declare module BABYLON {
  90573. /**
  90574. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  90575. */
  90576. export interface CubeMapInfo {
  90577. /**
  90578. * The pixel array for the front face.
  90579. * This is stored in format, left to right, up to down format.
  90580. */
  90581. front: Nullable<ArrayBufferView>;
  90582. /**
  90583. * The pixel array for the back face.
  90584. * This is stored in format, left to right, up to down format.
  90585. */
  90586. back: Nullable<ArrayBufferView>;
  90587. /**
  90588. * The pixel array for the left face.
  90589. * This is stored in format, left to right, up to down format.
  90590. */
  90591. left: Nullable<ArrayBufferView>;
  90592. /**
  90593. * The pixel array for the right face.
  90594. * This is stored in format, left to right, up to down format.
  90595. */
  90596. right: Nullable<ArrayBufferView>;
  90597. /**
  90598. * The pixel array for the up face.
  90599. * This is stored in format, left to right, up to down format.
  90600. */
  90601. up: Nullable<ArrayBufferView>;
  90602. /**
  90603. * The pixel array for the down face.
  90604. * This is stored in format, left to right, up to down format.
  90605. */
  90606. down: Nullable<ArrayBufferView>;
  90607. /**
  90608. * The size of the cubemap stored.
  90609. *
  90610. * Each faces will be size * size pixels.
  90611. */
  90612. size: number;
  90613. /**
  90614. * The format of the texture.
  90615. *
  90616. * RGBA, RGB.
  90617. */
  90618. format: number;
  90619. /**
  90620. * The type of the texture data.
  90621. *
  90622. * UNSIGNED_INT, FLOAT.
  90623. */
  90624. type: number;
  90625. /**
  90626. * Specifies whether the texture is in gamma space.
  90627. */
  90628. gammaSpace: boolean;
  90629. }
  90630. /**
  90631. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  90632. */
  90633. export class PanoramaToCubeMapTools {
  90634. private static FACE_FRONT;
  90635. private static FACE_BACK;
  90636. private static FACE_RIGHT;
  90637. private static FACE_LEFT;
  90638. private static FACE_DOWN;
  90639. private static FACE_UP;
  90640. /**
  90641. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  90642. *
  90643. * @param float32Array The source data.
  90644. * @param inputWidth The width of the input panorama.
  90645. * @param inputHeight The height of the input panorama.
  90646. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  90647. * @return The cubemap data
  90648. */
  90649. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  90650. private static CreateCubemapTexture;
  90651. private static CalcProjectionSpherical;
  90652. }
  90653. }
  90654. declare module BABYLON {
  90655. /**
  90656. * Helper class dealing with the extraction of spherical polynomial dataArray
  90657. * from a cube map.
  90658. */
  90659. export class CubeMapToSphericalPolynomialTools {
  90660. private static FileFaces;
  90661. /**
  90662. * Converts a texture to the according Spherical Polynomial data.
  90663. * This extracts the first 3 orders only as they are the only one used in the lighting.
  90664. *
  90665. * @param texture The texture to extract the information from.
  90666. * @return The Spherical Polynomial data.
  90667. */
  90668. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  90669. /**
  90670. * Converts a cubemap to the according Spherical Polynomial data.
  90671. * This extracts the first 3 orders only as they are the only one used in the lighting.
  90672. *
  90673. * @param cubeInfo The Cube map to extract the information from.
  90674. * @return The Spherical Polynomial data.
  90675. */
  90676. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  90677. }
  90678. }
  90679. declare module BABYLON {
  90680. /**
  90681. * Class used to manipulate GUIDs
  90682. */
  90683. export class GUID {
  90684. /**
  90685. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  90686. * Be aware Math.random() could cause collisions, but:
  90687. * "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"
  90688. * @returns a pseudo random id
  90689. */
  90690. static RandomId(): string;
  90691. }
  90692. }
  90693. declare module BABYLON {
  90694. /**
  90695. * Base class of all the textures in babylon.
  90696. * It groups all the common properties the materials, post process, lights... might need
  90697. * in order to make a correct use of the texture.
  90698. */
  90699. export class BaseTexture implements IAnimatable {
  90700. /**
  90701. * Default anisotropic filtering level for the application.
  90702. * It is set to 4 as a good tradeoff between perf and quality.
  90703. */
  90704. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  90705. /**
  90706. * Gets or sets the unique id of the texture
  90707. */
  90708. uniqueId: number;
  90709. /**
  90710. * Define the name of the texture.
  90711. */
  90712. name: string;
  90713. /**
  90714. * Gets or sets an object used to store user defined information.
  90715. */
  90716. metadata: any;
  90717. /**
  90718. * For internal use only. Please do not use.
  90719. */
  90720. reservedDataStore: any;
  90721. private _hasAlpha;
  90722. /**
  90723. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  90724. */
  90725. hasAlpha: boolean;
  90726. /**
  90727. * Defines if the alpha value should be determined via the rgb values.
  90728. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  90729. */
  90730. getAlphaFromRGB: boolean;
  90731. /**
  90732. * Intensity or strength of the texture.
  90733. * It is commonly used by materials to fine tune the intensity of the texture
  90734. */
  90735. level: number;
  90736. /**
  90737. * Define the UV chanel to use starting from 0 and defaulting to 0.
  90738. * This is part of the texture as textures usually maps to one uv set.
  90739. */
  90740. coordinatesIndex: number;
  90741. private _coordinatesMode;
  90742. /**
  90743. * How a texture is mapped.
  90744. *
  90745. * | Value | Type | Description |
  90746. * | ----- | ----------------------------------- | ----------- |
  90747. * | 0 | EXPLICIT_MODE | |
  90748. * | 1 | SPHERICAL_MODE | |
  90749. * | 2 | PLANAR_MODE | |
  90750. * | 3 | CUBIC_MODE | |
  90751. * | 4 | PROJECTION_MODE | |
  90752. * | 5 | SKYBOX_MODE | |
  90753. * | 6 | INVCUBIC_MODE | |
  90754. * | 7 | EQUIRECTANGULAR_MODE | |
  90755. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  90756. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  90757. */
  90758. coordinatesMode: number;
  90759. /**
  90760. * | Value | Type | Description |
  90761. * | ----- | ------------------ | ----------- |
  90762. * | 0 | CLAMP_ADDRESSMODE | |
  90763. * | 1 | WRAP_ADDRESSMODE | |
  90764. * | 2 | MIRROR_ADDRESSMODE | |
  90765. */
  90766. wrapU: number;
  90767. /**
  90768. * | Value | Type | Description |
  90769. * | ----- | ------------------ | ----------- |
  90770. * | 0 | CLAMP_ADDRESSMODE | |
  90771. * | 1 | WRAP_ADDRESSMODE | |
  90772. * | 2 | MIRROR_ADDRESSMODE | |
  90773. */
  90774. wrapV: number;
  90775. /**
  90776. * | Value | Type | Description |
  90777. * | ----- | ------------------ | ----------- |
  90778. * | 0 | CLAMP_ADDRESSMODE | |
  90779. * | 1 | WRAP_ADDRESSMODE | |
  90780. * | 2 | MIRROR_ADDRESSMODE | |
  90781. */
  90782. wrapR: number;
  90783. /**
  90784. * With compliant hardware and browser (supporting anisotropic filtering)
  90785. * this defines the level of anisotropic filtering in the texture.
  90786. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  90787. */
  90788. anisotropicFilteringLevel: number;
  90789. /**
  90790. * Define if the texture is a cube texture or if false a 2d texture.
  90791. */
  90792. isCube: boolean;
  90793. /**
  90794. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  90795. */
  90796. is3D: boolean;
  90797. /**
  90798. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  90799. * HDR texture are usually stored in linear space.
  90800. * This only impacts the PBR and Background materials
  90801. */
  90802. gammaSpace: boolean;
  90803. /**
  90804. * Gets whether or not the texture contains RGBD data.
  90805. */
  90806. readonly isRGBD: boolean;
  90807. /**
  90808. * Is Z inverted in the texture (useful in a cube texture).
  90809. */
  90810. invertZ: boolean;
  90811. /**
  90812. * Are mip maps generated for this texture or not.
  90813. */
  90814. readonly noMipmap: boolean;
  90815. /**
  90816. * @hidden
  90817. */
  90818. lodLevelInAlpha: boolean;
  90819. /**
  90820. * With prefiltered texture, defined the offset used during the prefiltering steps.
  90821. */
  90822. lodGenerationOffset: number;
  90823. /**
  90824. * With prefiltered texture, defined the scale used during the prefiltering steps.
  90825. */
  90826. lodGenerationScale: number;
  90827. /**
  90828. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  90829. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  90830. * average roughness values.
  90831. */
  90832. linearSpecularLOD: boolean;
  90833. /**
  90834. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  90835. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  90836. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  90837. */
  90838. irradianceTexture: Nullable<BaseTexture>;
  90839. /**
  90840. * Define if the texture is a render target.
  90841. */
  90842. isRenderTarget: boolean;
  90843. /**
  90844. * Define the unique id of the texture in the scene.
  90845. */
  90846. readonly uid: string;
  90847. /**
  90848. * Return a string representation of the texture.
  90849. * @returns the texture as a string
  90850. */
  90851. toString(): string;
  90852. /**
  90853. * Get the class name of the texture.
  90854. * @returns "BaseTexture"
  90855. */
  90856. getClassName(): string;
  90857. /**
  90858. * Define the list of animation attached to the texture.
  90859. */
  90860. animations: Animation[];
  90861. /**
  90862. * An event triggered when the texture is disposed.
  90863. */
  90864. onDisposeObservable: Observable<BaseTexture>;
  90865. private _onDisposeObserver;
  90866. /**
  90867. * Callback triggered when the texture has been disposed.
  90868. * Kept for back compatibility, you can use the onDisposeObservable instead.
  90869. */
  90870. onDispose: () => void;
  90871. /**
  90872. * Define the current state of the loading sequence when in delayed load mode.
  90873. */
  90874. delayLoadState: number;
  90875. private _scene;
  90876. /** @hidden */
  90877. _texture: Nullable<InternalTexture>;
  90878. private _uid;
  90879. /**
  90880. * Define if the texture is preventinga material to render or not.
  90881. * If not and the texture is not ready, the engine will use a default black texture instead.
  90882. */
  90883. readonly isBlocking: boolean;
  90884. /**
  90885. * Instantiates a new BaseTexture.
  90886. * Base class of all the textures in babylon.
  90887. * It groups all the common properties the materials, post process, lights... might need
  90888. * in order to make a correct use of the texture.
  90889. * @param scene Define the scene the texture blongs to
  90890. */
  90891. constructor(scene: Nullable<Scene>);
  90892. /**
  90893. * Get the scene the texture belongs to.
  90894. * @returns the scene or null if undefined
  90895. */
  90896. getScene(): Nullable<Scene>;
  90897. /**
  90898. * Get the texture transform matrix used to offset tile the texture for istance.
  90899. * @returns the transformation matrix
  90900. */
  90901. getTextureMatrix(): Matrix;
  90902. /**
  90903. * Get the texture reflection matrix used to rotate/transform the reflection.
  90904. * @returns the reflection matrix
  90905. */
  90906. getReflectionTextureMatrix(): Matrix;
  90907. /**
  90908. * Get the underlying lower level texture from Babylon.
  90909. * @returns the insternal texture
  90910. */
  90911. getInternalTexture(): Nullable<InternalTexture>;
  90912. /**
  90913. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  90914. * @returns true if ready or not blocking
  90915. */
  90916. isReadyOrNotBlocking(): boolean;
  90917. /**
  90918. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  90919. * @returns true if fully ready
  90920. */
  90921. isReady(): boolean;
  90922. private _cachedSize;
  90923. /**
  90924. * Get the size of the texture.
  90925. * @returns the texture size.
  90926. */
  90927. getSize(): ISize;
  90928. /**
  90929. * Get the base size of the texture.
  90930. * It can be different from the size if the texture has been resized for POT for instance
  90931. * @returns the base size
  90932. */
  90933. getBaseSize(): ISize;
  90934. /**
  90935. * Update the sampling mode of the texture.
  90936. * Default is Trilinear mode.
  90937. *
  90938. * | Value | Type | Description |
  90939. * | ----- | ------------------ | ----------- |
  90940. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  90941. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  90942. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  90943. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  90944. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  90945. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  90946. * | 7 | NEAREST_LINEAR | |
  90947. * | 8 | NEAREST_NEAREST | |
  90948. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  90949. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  90950. * | 11 | LINEAR_LINEAR | |
  90951. * | 12 | LINEAR_NEAREST | |
  90952. *
  90953. * > _mag_: magnification filter (close to the viewer)
  90954. * > _min_: minification filter (far from the viewer)
  90955. * > _mip_: filter used between mip map levels
  90956. *@param samplingMode Define the new sampling mode of the texture
  90957. */
  90958. updateSamplingMode(samplingMode: number): void;
  90959. /**
  90960. * Scales the texture if is `canRescale()`
  90961. * @param ratio the resize factor we want to use to rescale
  90962. */
  90963. scale(ratio: number): void;
  90964. /**
  90965. * Get if the texture can rescale.
  90966. */
  90967. readonly canRescale: boolean;
  90968. /** @hidden */
  90969. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  90970. /** @hidden */
  90971. _rebuild(): void;
  90972. /**
  90973. * Triggers the load sequence in delayed load mode.
  90974. */
  90975. delayLoad(): void;
  90976. /**
  90977. * Clones the texture.
  90978. * @returns the cloned texture
  90979. */
  90980. clone(): Nullable<BaseTexture>;
  90981. /**
  90982. * Get the texture underlying type (INT, FLOAT...)
  90983. */
  90984. readonly textureType: number;
  90985. /**
  90986. * Get the texture underlying format (RGB, RGBA...)
  90987. */
  90988. readonly textureFormat: number;
  90989. /**
  90990. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  90991. * This will returns an RGBA array buffer containing either in values (0-255) or
  90992. * float values (0-1) depending of the underlying buffer type.
  90993. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  90994. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  90995. * @param buffer defines a user defined buffer to fill with data (can be null)
  90996. * @returns The Array buffer containing the pixels data.
  90997. */
  90998. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  90999. /**
  91000. * Release and destroy the underlying lower level texture aka internalTexture.
  91001. */
  91002. releaseInternalTexture(): void;
  91003. /**
  91004. * Get the polynomial representation of the texture data.
  91005. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91006. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91007. */
  91008. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91009. /** @hidden */
  91010. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91011. /** @hidden */
  91012. readonly _lodTextureMid: Nullable<BaseTexture>;
  91013. /** @hidden */
  91014. readonly _lodTextureLow: Nullable<BaseTexture>;
  91015. /**
  91016. * Dispose the texture and release its associated resources.
  91017. */
  91018. dispose(): void;
  91019. /**
  91020. * Serialize the texture into a JSON representation that can be parsed later on.
  91021. * @returns the JSON representation of the texture
  91022. */
  91023. serialize(): any;
  91024. /**
  91025. * Helper function to be called back once a list of texture contains only ready textures.
  91026. * @param textures Define the list of textures to wait for
  91027. * @param callback Define the callback triggered once the entire list will be ready
  91028. */
  91029. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91030. }
  91031. }
  91032. declare module BABYLON {
  91033. /**
  91034. * Class used to store data associated with WebGL texture data for the engine
  91035. * This class should not be used directly
  91036. */
  91037. export class InternalTexture {
  91038. /** @hidden */
  91039. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91040. /**
  91041. * The source of the texture data is unknown
  91042. */
  91043. static DATASOURCE_UNKNOWN: number;
  91044. /**
  91045. * Texture data comes from an URL
  91046. */
  91047. static DATASOURCE_URL: number;
  91048. /**
  91049. * Texture data is only used for temporary storage
  91050. */
  91051. static DATASOURCE_TEMP: number;
  91052. /**
  91053. * Texture data comes from raw data (ArrayBuffer)
  91054. */
  91055. static DATASOURCE_RAW: number;
  91056. /**
  91057. * Texture content is dynamic (video or dynamic texture)
  91058. */
  91059. static DATASOURCE_DYNAMIC: number;
  91060. /**
  91061. * Texture content is generated by rendering to it
  91062. */
  91063. static DATASOURCE_RENDERTARGET: number;
  91064. /**
  91065. * Texture content is part of a multi render target process
  91066. */
  91067. static DATASOURCE_MULTIRENDERTARGET: number;
  91068. /**
  91069. * Texture data comes from a cube data file
  91070. */
  91071. static DATASOURCE_CUBE: number;
  91072. /**
  91073. * Texture data comes from a raw cube data
  91074. */
  91075. static DATASOURCE_CUBERAW: number;
  91076. /**
  91077. * Texture data come from a prefiltered cube data file
  91078. */
  91079. static DATASOURCE_CUBEPREFILTERED: number;
  91080. /**
  91081. * Texture content is raw 3D data
  91082. */
  91083. static DATASOURCE_RAW3D: number;
  91084. /**
  91085. * Texture content is a depth texture
  91086. */
  91087. static DATASOURCE_DEPTHTEXTURE: number;
  91088. /**
  91089. * Texture data comes from a raw cube data encoded with RGBD
  91090. */
  91091. static DATASOURCE_CUBERAW_RGBD: number;
  91092. /**
  91093. * Defines if the texture is ready
  91094. */
  91095. isReady: boolean;
  91096. /**
  91097. * Defines if the texture is a cube texture
  91098. */
  91099. isCube: boolean;
  91100. /**
  91101. * Defines if the texture contains 3D data
  91102. */
  91103. is3D: boolean;
  91104. /**
  91105. * Defines if the texture contains multiview data
  91106. */
  91107. isMultiview: boolean;
  91108. /**
  91109. * Gets the URL used to load this texture
  91110. */
  91111. url: string;
  91112. /**
  91113. * Gets the sampling mode of the texture
  91114. */
  91115. samplingMode: number;
  91116. /**
  91117. * Gets a boolean indicating if the texture needs mipmaps generation
  91118. */
  91119. generateMipMaps: boolean;
  91120. /**
  91121. * Gets the number of samples used by the texture (WebGL2+ only)
  91122. */
  91123. samples: number;
  91124. /**
  91125. * Gets the type of the texture (int, float...)
  91126. */
  91127. type: number;
  91128. /**
  91129. * Gets the format of the texture (RGB, RGBA...)
  91130. */
  91131. format: number;
  91132. /**
  91133. * Observable called when the texture is loaded
  91134. */
  91135. onLoadedObservable: Observable<InternalTexture>;
  91136. /**
  91137. * Gets the width of the texture
  91138. */
  91139. width: number;
  91140. /**
  91141. * Gets the height of the texture
  91142. */
  91143. height: number;
  91144. /**
  91145. * Gets the depth of the texture
  91146. */
  91147. depth: number;
  91148. /**
  91149. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91150. */
  91151. baseWidth: number;
  91152. /**
  91153. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91154. */
  91155. baseHeight: number;
  91156. /**
  91157. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91158. */
  91159. baseDepth: number;
  91160. /**
  91161. * Gets a boolean indicating if the texture is inverted on Y axis
  91162. */
  91163. invertY: boolean;
  91164. /** @hidden */
  91165. _invertVScale: boolean;
  91166. /** @hidden */
  91167. _associatedChannel: number;
  91168. /** @hidden */
  91169. _dataSource: number;
  91170. /** @hidden */
  91171. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91172. /** @hidden */
  91173. _bufferView: Nullable<ArrayBufferView>;
  91174. /** @hidden */
  91175. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91176. /** @hidden */
  91177. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91178. /** @hidden */
  91179. _size: number;
  91180. /** @hidden */
  91181. _extension: string;
  91182. /** @hidden */
  91183. _files: Nullable<string[]>;
  91184. /** @hidden */
  91185. _workingCanvas: Nullable<HTMLCanvasElement>;
  91186. /** @hidden */
  91187. _workingContext: Nullable<CanvasRenderingContext2D>;
  91188. /** @hidden */
  91189. _framebuffer: Nullable<WebGLFramebuffer>;
  91190. /** @hidden */
  91191. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91192. /** @hidden */
  91193. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91194. /** @hidden */
  91195. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91196. /** @hidden */
  91197. _attachments: Nullable<number[]>;
  91198. /** @hidden */
  91199. _cachedCoordinatesMode: Nullable<number>;
  91200. /** @hidden */
  91201. _cachedWrapU: Nullable<number>;
  91202. /** @hidden */
  91203. _cachedWrapV: Nullable<number>;
  91204. /** @hidden */
  91205. _cachedWrapR: Nullable<number>;
  91206. /** @hidden */
  91207. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91208. /** @hidden */
  91209. _isDisabled: boolean;
  91210. /** @hidden */
  91211. _compression: Nullable<string>;
  91212. /** @hidden */
  91213. _generateStencilBuffer: boolean;
  91214. /** @hidden */
  91215. _generateDepthBuffer: boolean;
  91216. /** @hidden */
  91217. _comparisonFunction: number;
  91218. /** @hidden */
  91219. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91220. /** @hidden */
  91221. _lodGenerationScale: number;
  91222. /** @hidden */
  91223. _lodGenerationOffset: number;
  91224. /** @hidden */
  91225. _colorTextureArray: Nullable<WebGLTexture>;
  91226. /** @hidden */
  91227. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91228. /** @hidden */
  91229. _lodTextureHigh: Nullable<BaseTexture>;
  91230. /** @hidden */
  91231. _lodTextureMid: Nullable<BaseTexture>;
  91232. /** @hidden */
  91233. _lodTextureLow: Nullable<BaseTexture>;
  91234. /** @hidden */
  91235. _isRGBD: boolean;
  91236. /** @hidden */
  91237. _linearSpecularLOD: boolean;
  91238. /** @hidden */
  91239. _irradianceTexture: Nullable<BaseTexture>;
  91240. /** @hidden */
  91241. _webGLTexture: Nullable<WebGLTexture>;
  91242. /** @hidden */
  91243. _references: number;
  91244. private _engine;
  91245. /**
  91246. * Gets the Engine the texture belongs to.
  91247. * @returns The babylon engine
  91248. */
  91249. getEngine(): Engine;
  91250. /**
  91251. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91252. */
  91253. readonly dataSource: number;
  91254. /**
  91255. * Creates a new InternalTexture
  91256. * @param engine defines the engine to use
  91257. * @param dataSource defines the type of data that will be used
  91258. * @param delayAllocation if the texture allocation should be delayed (default: false)
  91259. */
  91260. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  91261. /**
  91262. * Increments the number of references (ie. the number of Texture that point to it)
  91263. */
  91264. incrementReferences(): void;
  91265. /**
  91266. * Change the size of the texture (not the size of the content)
  91267. * @param width defines the new width
  91268. * @param height defines the new height
  91269. * @param depth defines the new depth (1 by default)
  91270. */
  91271. updateSize(width: int, height: int, depth?: int): void;
  91272. /** @hidden */
  91273. _rebuild(): void;
  91274. /** @hidden */
  91275. _swapAndDie(target: InternalTexture): void;
  91276. /**
  91277. * Dispose the current allocated resources
  91278. */
  91279. dispose(): void;
  91280. }
  91281. }
  91282. declare module BABYLON {
  91283. /**
  91284. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  91285. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  91286. */
  91287. export class EffectFallbacks {
  91288. private _defines;
  91289. private _currentRank;
  91290. private _maxRank;
  91291. private _mesh;
  91292. /**
  91293. * Removes the fallback from the bound mesh.
  91294. */
  91295. unBindMesh(): void;
  91296. /**
  91297. * Adds a fallback on the specified property.
  91298. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91299. * @param define The name of the define in the shader
  91300. */
  91301. addFallback(rank: number, define: string): void;
  91302. /**
  91303. * Sets the mesh to use CPU skinning when needing to fallback.
  91304. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91305. * @param mesh The mesh to use the fallbacks.
  91306. */
  91307. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  91308. /**
  91309. * Checks to see if more fallbacks are still availible.
  91310. */
  91311. readonly isMoreFallbacks: boolean;
  91312. /**
  91313. * Removes the defines that should be removed when falling back.
  91314. * @param currentDefines defines the current define statements for the shader.
  91315. * @param effect defines the current effect we try to compile
  91316. * @returns The resulting defines with defines of the current rank removed.
  91317. */
  91318. reduce(currentDefines: string, effect: Effect): string;
  91319. }
  91320. /**
  91321. * Options to be used when creating an effect.
  91322. */
  91323. export class EffectCreationOptions {
  91324. /**
  91325. * Atrributes that will be used in the shader.
  91326. */
  91327. attributes: string[];
  91328. /**
  91329. * Uniform varible names that will be set in the shader.
  91330. */
  91331. uniformsNames: string[];
  91332. /**
  91333. * Uniform buffer varible names that will be set in the shader.
  91334. */
  91335. uniformBuffersNames: string[];
  91336. /**
  91337. * Sampler texture variable names that will be set in the shader.
  91338. */
  91339. samplers: string[];
  91340. /**
  91341. * Define statements that will be set in the shader.
  91342. */
  91343. defines: any;
  91344. /**
  91345. * Possible fallbacks for this effect to improve performance when needed.
  91346. */
  91347. fallbacks: Nullable<EffectFallbacks>;
  91348. /**
  91349. * Callback that will be called when the shader is compiled.
  91350. */
  91351. onCompiled: Nullable<(effect: Effect) => void>;
  91352. /**
  91353. * Callback that will be called if an error occurs during shader compilation.
  91354. */
  91355. onError: Nullable<(effect: Effect, errors: string) => void>;
  91356. /**
  91357. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91358. */
  91359. indexParameters: any;
  91360. /**
  91361. * Max number of lights that can be used in the shader.
  91362. */
  91363. maxSimultaneousLights: number;
  91364. /**
  91365. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  91366. */
  91367. transformFeedbackVaryings: Nullable<string[]>;
  91368. }
  91369. /**
  91370. * Effect containing vertex and fragment shader that can be executed on an object.
  91371. */
  91372. export class Effect implements IDisposable {
  91373. /**
  91374. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  91375. */
  91376. static ShadersRepository: string;
  91377. /**
  91378. * Name of the effect.
  91379. */
  91380. name: any;
  91381. /**
  91382. * String container all the define statements that should be set on the shader.
  91383. */
  91384. defines: string;
  91385. /**
  91386. * Callback that will be called when the shader is compiled.
  91387. */
  91388. onCompiled: Nullable<(effect: Effect) => void>;
  91389. /**
  91390. * Callback that will be called if an error occurs during shader compilation.
  91391. */
  91392. onError: Nullable<(effect: Effect, errors: string) => void>;
  91393. /**
  91394. * Callback that will be called when effect is bound.
  91395. */
  91396. onBind: Nullable<(effect: Effect) => void>;
  91397. /**
  91398. * Unique ID of the effect.
  91399. */
  91400. uniqueId: number;
  91401. /**
  91402. * Observable that will be called when the shader is compiled.
  91403. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  91404. */
  91405. onCompileObservable: Observable<Effect>;
  91406. /**
  91407. * Observable that will be called if an error occurs during shader compilation.
  91408. */
  91409. onErrorObservable: Observable<Effect>;
  91410. /** @hidden */
  91411. _onBindObservable: Nullable<Observable<Effect>>;
  91412. /**
  91413. * Observable that will be called when effect is bound.
  91414. */
  91415. readonly onBindObservable: Observable<Effect>;
  91416. /** @hidden */
  91417. _bonesComputationForcedToCPU: boolean;
  91418. private static _uniqueIdSeed;
  91419. private _engine;
  91420. private _uniformBuffersNames;
  91421. private _uniformsNames;
  91422. private _samplerList;
  91423. private _samplers;
  91424. private _isReady;
  91425. private _compilationError;
  91426. private _attributesNames;
  91427. private _attributes;
  91428. private _uniforms;
  91429. /**
  91430. * Key for the effect.
  91431. * @hidden
  91432. */
  91433. _key: string;
  91434. private _indexParameters;
  91435. private _fallbacks;
  91436. private _vertexSourceCode;
  91437. private _fragmentSourceCode;
  91438. private _vertexSourceCodeOverride;
  91439. private _fragmentSourceCodeOverride;
  91440. private _transformFeedbackVaryings;
  91441. /**
  91442. * Compiled shader to webGL program.
  91443. * @hidden
  91444. */
  91445. _pipelineContext: Nullable<IPipelineContext>;
  91446. private _valueCache;
  91447. private static _baseCache;
  91448. /**
  91449. * Instantiates an effect.
  91450. * An effect can be used to create/manage/execute vertex and fragment shaders.
  91451. * @param baseName Name of the effect.
  91452. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  91453. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  91454. * @param samplers List of sampler variables that will be passed to the shader.
  91455. * @param engine Engine to be used to render the effect
  91456. * @param defines Define statements to be added to the shader.
  91457. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  91458. * @param onCompiled Callback that will be called when the shader is compiled.
  91459. * @param onError Callback that will be called if an error occurs during shader compilation.
  91460. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91461. */
  91462. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  91463. private _useFinalCode;
  91464. /**
  91465. * Unique key for this effect
  91466. */
  91467. readonly key: string;
  91468. /**
  91469. * If the effect has been compiled and prepared.
  91470. * @returns if the effect is compiled and prepared.
  91471. */
  91472. isReady(): boolean;
  91473. /**
  91474. * The engine the effect was initialized with.
  91475. * @returns the engine.
  91476. */
  91477. getEngine(): Engine;
  91478. /**
  91479. * The pipeline context for this effect
  91480. * @returns the associated pipeline context
  91481. */
  91482. getPipelineContext(): Nullable<IPipelineContext>;
  91483. /**
  91484. * The set of names of attribute variables for the shader.
  91485. * @returns An array of attribute names.
  91486. */
  91487. getAttributesNames(): string[];
  91488. /**
  91489. * Returns the attribute at the given index.
  91490. * @param index The index of the attribute.
  91491. * @returns The location of the attribute.
  91492. */
  91493. getAttributeLocation(index: number): number;
  91494. /**
  91495. * Returns the attribute based on the name of the variable.
  91496. * @param name of the attribute to look up.
  91497. * @returns the attribute location.
  91498. */
  91499. getAttributeLocationByName(name: string): number;
  91500. /**
  91501. * The number of attributes.
  91502. * @returns the numnber of attributes.
  91503. */
  91504. getAttributesCount(): number;
  91505. /**
  91506. * Gets the index of a uniform variable.
  91507. * @param uniformName of the uniform to look up.
  91508. * @returns the index.
  91509. */
  91510. getUniformIndex(uniformName: string): number;
  91511. /**
  91512. * Returns the attribute based on the name of the variable.
  91513. * @param uniformName of the uniform to look up.
  91514. * @returns the location of the uniform.
  91515. */
  91516. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  91517. /**
  91518. * Returns an array of sampler variable names
  91519. * @returns The array of sampler variable neames.
  91520. */
  91521. getSamplers(): string[];
  91522. /**
  91523. * The error from the last compilation.
  91524. * @returns the error string.
  91525. */
  91526. getCompilationError(): string;
  91527. /**
  91528. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  91529. * @param func The callback to be used.
  91530. */
  91531. executeWhenCompiled(func: (effect: Effect) => void): void;
  91532. private _checkIsReady;
  91533. /** @hidden */
  91534. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  91535. /** @hidden */
  91536. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  91537. /** @hidden */
  91538. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  91539. /**
  91540. * Recompiles the webGL program
  91541. * @param vertexSourceCode The source code for the vertex shader.
  91542. * @param fragmentSourceCode The source code for the fragment shader.
  91543. * @param onCompiled Callback called when completed.
  91544. * @param onError Callback called on error.
  91545. * @hidden
  91546. */
  91547. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  91548. /**
  91549. * Prepares the effect
  91550. * @hidden
  91551. */
  91552. _prepareEffect(): void;
  91553. /**
  91554. * Checks if the effect is supported. (Must be called after compilation)
  91555. */
  91556. readonly isSupported: boolean;
  91557. /**
  91558. * Binds a texture to the engine to be used as output of the shader.
  91559. * @param channel Name of the output variable.
  91560. * @param texture Texture to bind.
  91561. * @hidden
  91562. */
  91563. _bindTexture(channel: string, texture: InternalTexture): void;
  91564. /**
  91565. * Sets a texture on the engine to be used in the shader.
  91566. * @param channel Name of the sampler variable.
  91567. * @param texture Texture to set.
  91568. */
  91569. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  91570. /**
  91571. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  91572. * @param channel Name of the sampler variable.
  91573. * @param texture Texture to set.
  91574. */
  91575. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  91576. /**
  91577. * Sets an array of textures on the engine to be used in the shader.
  91578. * @param channel Name of the variable.
  91579. * @param textures Textures to set.
  91580. */
  91581. setTextureArray(channel: string, textures: BaseTexture[]): void;
  91582. /**
  91583. * 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)
  91584. * @param channel Name of the sampler variable.
  91585. * @param postProcess Post process to get the input texture from.
  91586. */
  91587. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  91588. /**
  91589. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  91590. * 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)
  91591. * @param channel Name of the sampler variable.
  91592. * @param postProcess Post process to get the output texture from.
  91593. */
  91594. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  91595. /** @hidden */
  91596. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  91597. /** @hidden */
  91598. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  91599. /** @hidden */
  91600. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  91601. /** @hidden */
  91602. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  91603. /**
  91604. * Binds a buffer to a uniform.
  91605. * @param buffer Buffer to bind.
  91606. * @param name Name of the uniform variable to bind to.
  91607. */
  91608. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  91609. /**
  91610. * Binds block to a uniform.
  91611. * @param blockName Name of the block to bind.
  91612. * @param index Index to bind.
  91613. */
  91614. bindUniformBlock(blockName: string, index: number): void;
  91615. /**
  91616. * Sets an interger value on a uniform variable.
  91617. * @param uniformName Name of the variable.
  91618. * @param value Value to be set.
  91619. * @returns this effect.
  91620. */
  91621. setInt(uniformName: string, value: number): Effect;
  91622. /**
  91623. * Sets an int array on a uniform variable.
  91624. * @param uniformName Name of the variable.
  91625. * @param array array to be set.
  91626. * @returns this effect.
  91627. */
  91628. setIntArray(uniformName: string, array: Int32Array): Effect;
  91629. /**
  91630. * 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)
  91631. * @param uniformName Name of the variable.
  91632. * @param array array to be set.
  91633. * @returns this effect.
  91634. */
  91635. setIntArray2(uniformName: string, array: Int32Array): Effect;
  91636. /**
  91637. * 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)
  91638. * @param uniformName Name of the variable.
  91639. * @param array array to be set.
  91640. * @returns this effect.
  91641. */
  91642. setIntArray3(uniformName: string, array: Int32Array): Effect;
  91643. /**
  91644. * 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)
  91645. * @param uniformName Name of the variable.
  91646. * @param array array to be set.
  91647. * @returns this effect.
  91648. */
  91649. setIntArray4(uniformName: string, array: Int32Array): Effect;
  91650. /**
  91651. * Sets an float array on a uniform variable.
  91652. * @param uniformName Name of the variable.
  91653. * @param array array to be set.
  91654. * @returns this effect.
  91655. */
  91656. setFloatArray(uniformName: string, array: Float32Array): Effect;
  91657. /**
  91658. * 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)
  91659. * @param uniformName Name of the variable.
  91660. * @param array array to be set.
  91661. * @returns this effect.
  91662. */
  91663. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  91664. /**
  91665. * 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)
  91666. * @param uniformName Name of the variable.
  91667. * @param array array to be set.
  91668. * @returns this effect.
  91669. */
  91670. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  91671. /**
  91672. * 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)
  91673. * @param uniformName Name of the variable.
  91674. * @param array array to be set.
  91675. * @returns this effect.
  91676. */
  91677. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  91678. /**
  91679. * Sets an array on a uniform variable.
  91680. * @param uniformName Name of the variable.
  91681. * @param array array to be set.
  91682. * @returns this effect.
  91683. */
  91684. setArray(uniformName: string, array: number[]): Effect;
  91685. /**
  91686. * 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)
  91687. * @param uniformName Name of the variable.
  91688. * @param array array to be set.
  91689. * @returns this effect.
  91690. */
  91691. setArray2(uniformName: string, array: number[]): Effect;
  91692. /**
  91693. * 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)
  91694. * @param uniformName Name of the variable.
  91695. * @param array array to be set.
  91696. * @returns this effect.
  91697. */
  91698. setArray3(uniformName: string, array: number[]): Effect;
  91699. /**
  91700. * 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)
  91701. * @param uniformName Name of the variable.
  91702. * @param array array to be set.
  91703. * @returns this effect.
  91704. */
  91705. setArray4(uniformName: string, array: number[]): Effect;
  91706. /**
  91707. * Sets matrices on a uniform variable.
  91708. * @param uniformName Name of the variable.
  91709. * @param matrices matrices to be set.
  91710. * @returns this effect.
  91711. */
  91712. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  91713. /**
  91714. * Sets matrix on a uniform variable.
  91715. * @param uniformName Name of the variable.
  91716. * @param matrix matrix to be set.
  91717. * @returns this effect.
  91718. */
  91719. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  91720. /**
  91721. * 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)
  91722. * @param uniformName Name of the variable.
  91723. * @param matrix matrix to be set.
  91724. * @returns this effect.
  91725. */
  91726. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  91727. /**
  91728. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  91729. * @param uniformName Name of the variable.
  91730. * @param matrix matrix to be set.
  91731. * @returns this effect.
  91732. */
  91733. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  91734. /**
  91735. * Sets a float on a uniform variable.
  91736. * @param uniformName Name of the variable.
  91737. * @param value value to be set.
  91738. * @returns this effect.
  91739. */
  91740. setFloat(uniformName: string, value: number): Effect;
  91741. /**
  91742. * Sets a boolean on a uniform variable.
  91743. * @param uniformName Name of the variable.
  91744. * @param bool value to be set.
  91745. * @returns this effect.
  91746. */
  91747. setBool(uniformName: string, bool: boolean): Effect;
  91748. /**
  91749. * Sets a Vector2 on a uniform variable.
  91750. * @param uniformName Name of the variable.
  91751. * @param vector2 vector2 to be set.
  91752. * @returns this effect.
  91753. */
  91754. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  91755. /**
  91756. * Sets a float2 on a uniform variable.
  91757. * @param uniformName Name of the variable.
  91758. * @param x First float in float2.
  91759. * @param y Second float in float2.
  91760. * @returns this effect.
  91761. */
  91762. setFloat2(uniformName: string, x: number, y: number): Effect;
  91763. /**
  91764. * Sets a Vector3 on a uniform variable.
  91765. * @param uniformName Name of the variable.
  91766. * @param vector3 Value to be set.
  91767. * @returns this effect.
  91768. */
  91769. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  91770. /**
  91771. * Sets a float3 on a uniform variable.
  91772. * @param uniformName Name of the variable.
  91773. * @param x First float in float3.
  91774. * @param y Second float in float3.
  91775. * @param z Third float in float3.
  91776. * @returns this effect.
  91777. */
  91778. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  91779. /**
  91780. * Sets a Vector4 on a uniform variable.
  91781. * @param uniformName Name of the variable.
  91782. * @param vector4 Value to be set.
  91783. * @returns this effect.
  91784. */
  91785. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  91786. /**
  91787. * Sets a float4 on a uniform variable.
  91788. * @param uniformName Name of the variable.
  91789. * @param x First float in float4.
  91790. * @param y Second float in float4.
  91791. * @param z Third float in float4.
  91792. * @param w Fourth float in float4.
  91793. * @returns this effect.
  91794. */
  91795. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  91796. /**
  91797. * Sets a Color3 on a uniform variable.
  91798. * @param uniformName Name of the variable.
  91799. * @param color3 Value to be set.
  91800. * @returns this effect.
  91801. */
  91802. setColor3(uniformName: string, color3: IColor3Like): Effect;
  91803. /**
  91804. * Sets a Color4 on a uniform variable.
  91805. * @param uniformName Name of the variable.
  91806. * @param color3 Value to be set.
  91807. * @param alpha Alpha value to be set.
  91808. * @returns this effect.
  91809. */
  91810. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  91811. /**
  91812. * Sets a Color4 on a uniform variable
  91813. * @param uniformName defines the name of the variable
  91814. * @param color4 defines the value to be set
  91815. * @returns this effect.
  91816. */
  91817. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  91818. /** Release all associated resources */
  91819. dispose(): void;
  91820. /**
  91821. * This function will add a new shader to the shader store
  91822. * @param name the name of the shader
  91823. * @param pixelShader optional pixel shader content
  91824. * @param vertexShader optional vertex shader content
  91825. */
  91826. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  91827. /**
  91828. * Store of each shader (The can be looked up using effect.key)
  91829. */
  91830. static ShadersStore: {
  91831. [key: string]: string;
  91832. };
  91833. /**
  91834. * Store of each included file for a shader (The can be looked up using effect.key)
  91835. */
  91836. static IncludesShadersStore: {
  91837. [key: string]: string;
  91838. };
  91839. /**
  91840. * Resets the cache of effects.
  91841. */
  91842. static ResetCache(): void;
  91843. }
  91844. }
  91845. declare module BABYLON {
  91846. /**
  91847. * Uniform buffer objects.
  91848. *
  91849. * Handles blocks of uniform on the GPU.
  91850. *
  91851. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  91852. *
  91853. * For more information, please refer to :
  91854. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  91855. */
  91856. export class UniformBuffer {
  91857. private _engine;
  91858. private _buffer;
  91859. private _data;
  91860. private _bufferData;
  91861. private _dynamic?;
  91862. private _uniformLocations;
  91863. private _uniformSizes;
  91864. private _uniformLocationPointer;
  91865. private _needSync;
  91866. private _noUBO;
  91867. private _currentEffect;
  91868. private static _MAX_UNIFORM_SIZE;
  91869. private static _tempBuffer;
  91870. /**
  91871. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  91872. * This is dynamic to allow compat with webgl 1 and 2.
  91873. * You will need to pass the name of the uniform as well as the value.
  91874. */
  91875. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  91876. /**
  91877. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  91878. * This is dynamic to allow compat with webgl 1 and 2.
  91879. * You will need to pass the name of the uniform as well as the value.
  91880. */
  91881. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  91882. /**
  91883. * Lambda to Update a single float in a uniform buffer.
  91884. * This is dynamic to allow compat with webgl 1 and 2.
  91885. * You will need to pass the name of the uniform as well as the value.
  91886. */
  91887. updateFloat: (name: string, x: number) => void;
  91888. /**
  91889. * Lambda to Update a vec2 of float in a uniform buffer.
  91890. * This is dynamic to allow compat with webgl 1 and 2.
  91891. * You will need to pass the name of the uniform as well as the value.
  91892. */
  91893. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  91894. /**
  91895. * Lambda to Update a vec3 of float in a uniform buffer.
  91896. * This is dynamic to allow compat with webgl 1 and 2.
  91897. * You will need to pass the name of the uniform as well as the value.
  91898. */
  91899. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  91900. /**
  91901. * Lambda to Update a vec4 of float in a uniform buffer.
  91902. * This is dynamic to allow compat with webgl 1 and 2.
  91903. * You will need to pass the name of the uniform as well as the value.
  91904. */
  91905. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  91906. /**
  91907. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  91908. * This is dynamic to allow compat with webgl 1 and 2.
  91909. * You will need to pass the name of the uniform as well as the value.
  91910. */
  91911. updateMatrix: (name: string, mat: Matrix) => void;
  91912. /**
  91913. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  91914. * This is dynamic to allow compat with webgl 1 and 2.
  91915. * You will need to pass the name of the uniform as well as the value.
  91916. */
  91917. updateVector3: (name: string, vector: Vector3) => void;
  91918. /**
  91919. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  91920. * This is dynamic to allow compat with webgl 1 and 2.
  91921. * You will need to pass the name of the uniform as well as the value.
  91922. */
  91923. updateVector4: (name: string, vector: Vector4) => void;
  91924. /**
  91925. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  91926. * This is dynamic to allow compat with webgl 1 and 2.
  91927. * You will need to pass the name of the uniform as well as the value.
  91928. */
  91929. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  91930. /**
  91931. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  91932. * This is dynamic to allow compat with webgl 1 and 2.
  91933. * You will need to pass the name of the uniform as well as the value.
  91934. */
  91935. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  91936. /**
  91937. * Instantiates a new Uniform buffer objects.
  91938. *
  91939. * Handles blocks of uniform on the GPU.
  91940. *
  91941. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  91942. *
  91943. * For more information, please refer to :
  91944. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  91945. * @param engine Define the engine the buffer is associated with
  91946. * @param data Define the data contained in the buffer
  91947. * @param dynamic Define if the buffer is updatable
  91948. */
  91949. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  91950. /**
  91951. * Indicates if the buffer is using the WebGL2 UBO implementation,
  91952. * or just falling back on setUniformXXX calls.
  91953. */
  91954. readonly useUbo: boolean;
  91955. /**
  91956. * Indicates if the WebGL underlying uniform buffer is in sync
  91957. * with the javascript cache data.
  91958. */
  91959. readonly isSync: boolean;
  91960. /**
  91961. * Indicates if the WebGL underlying uniform buffer is dynamic.
  91962. * Also, a dynamic UniformBuffer will disable cache verification and always
  91963. * update the underlying WebGL uniform buffer to the GPU.
  91964. * @returns if Dynamic, otherwise false
  91965. */
  91966. isDynamic(): boolean;
  91967. /**
  91968. * The data cache on JS side.
  91969. * @returns the underlying data as a float array
  91970. */
  91971. getData(): Float32Array;
  91972. /**
  91973. * The underlying WebGL Uniform buffer.
  91974. * @returns the webgl buffer
  91975. */
  91976. getBuffer(): Nullable<DataBuffer>;
  91977. /**
  91978. * std140 layout specifies how to align data within an UBO structure.
  91979. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  91980. * for specs.
  91981. */
  91982. private _fillAlignment;
  91983. /**
  91984. * Adds an uniform in the buffer.
  91985. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  91986. * for the layout to be correct !
  91987. * @param name Name of the uniform, as used in the uniform block in the shader.
  91988. * @param size Data size, or data directly.
  91989. */
  91990. addUniform(name: string, size: number | number[]): void;
  91991. /**
  91992. * Adds a Matrix 4x4 to the uniform buffer.
  91993. * @param name Name of the uniform, as used in the uniform block in the shader.
  91994. * @param mat A 4x4 matrix.
  91995. */
  91996. addMatrix(name: string, mat: Matrix): void;
  91997. /**
  91998. * Adds a vec2 to the uniform buffer.
  91999. * @param name Name of the uniform, as used in the uniform block in the shader.
  92000. * @param x Define the x component value of the vec2
  92001. * @param y Define the y component value of the vec2
  92002. */
  92003. addFloat2(name: string, x: number, y: number): void;
  92004. /**
  92005. * Adds a vec3 to the uniform buffer.
  92006. * @param name Name of the uniform, as used in the uniform block in the shader.
  92007. * @param x Define the x component value of the vec3
  92008. * @param y Define the y component value of the vec3
  92009. * @param z Define the z component value of the vec3
  92010. */
  92011. addFloat3(name: string, x: number, y: number, z: number): void;
  92012. /**
  92013. * Adds a vec3 to the uniform buffer.
  92014. * @param name Name of the uniform, as used in the uniform block in the shader.
  92015. * @param color Define the vec3 from a Color
  92016. */
  92017. addColor3(name: string, color: Color3): void;
  92018. /**
  92019. * Adds a vec4 to the uniform buffer.
  92020. * @param name Name of the uniform, as used in the uniform block in the shader.
  92021. * @param color Define the rgb components from a Color
  92022. * @param alpha Define the a component of the vec4
  92023. */
  92024. addColor4(name: string, color: Color3, alpha: number): void;
  92025. /**
  92026. * Adds a vec3 to the uniform buffer.
  92027. * @param name Name of the uniform, as used in the uniform block in the shader.
  92028. * @param vector Define the vec3 components from a Vector
  92029. */
  92030. addVector3(name: string, vector: Vector3): void;
  92031. /**
  92032. * Adds a Matrix 3x3 to the uniform buffer.
  92033. * @param name Name of the uniform, as used in the uniform block in the shader.
  92034. */
  92035. addMatrix3x3(name: string): void;
  92036. /**
  92037. * Adds a Matrix 2x2 to the uniform buffer.
  92038. * @param name Name of the uniform, as used in the uniform block in the shader.
  92039. */
  92040. addMatrix2x2(name: string): void;
  92041. /**
  92042. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92043. */
  92044. create(): void;
  92045. /** @hidden */
  92046. _rebuild(): void;
  92047. /**
  92048. * Updates the WebGL Uniform Buffer on the GPU.
  92049. * If the `dynamic` flag is set to true, no cache comparison is done.
  92050. * Otherwise, the buffer will be updated only if the cache differs.
  92051. */
  92052. update(): void;
  92053. /**
  92054. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92055. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92056. * @param data Define the flattened data
  92057. * @param size Define the size of the data.
  92058. */
  92059. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92060. private _updateMatrix3x3ForUniform;
  92061. private _updateMatrix3x3ForEffect;
  92062. private _updateMatrix2x2ForEffect;
  92063. private _updateMatrix2x2ForUniform;
  92064. private _updateFloatForEffect;
  92065. private _updateFloatForUniform;
  92066. private _updateFloat2ForEffect;
  92067. private _updateFloat2ForUniform;
  92068. private _updateFloat3ForEffect;
  92069. private _updateFloat3ForUniform;
  92070. private _updateFloat4ForEffect;
  92071. private _updateFloat4ForUniform;
  92072. private _updateMatrixForEffect;
  92073. private _updateMatrixForUniform;
  92074. private _updateVector3ForEffect;
  92075. private _updateVector3ForUniform;
  92076. private _updateVector4ForEffect;
  92077. private _updateVector4ForUniform;
  92078. private _updateColor3ForEffect;
  92079. private _updateColor3ForUniform;
  92080. private _updateColor4ForEffect;
  92081. private _updateColor4ForUniform;
  92082. /**
  92083. * Sets a sampler uniform on the effect.
  92084. * @param name Define the name of the sampler.
  92085. * @param texture Define the texture to set in the sampler
  92086. */
  92087. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92088. /**
  92089. * Directly updates the value of the uniform in the cache AND on the GPU.
  92090. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92091. * @param data Define the flattened data
  92092. */
  92093. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92094. /**
  92095. * Binds this uniform buffer to an effect.
  92096. * @param effect Define the effect to bind the buffer to
  92097. * @param name Name of the uniform block in the shader.
  92098. */
  92099. bindToEffect(effect: Effect, name: string): void;
  92100. /**
  92101. * Disposes the uniform buffer.
  92102. */
  92103. dispose(): void;
  92104. }
  92105. }
  92106. declare module BABYLON {
  92107. /**
  92108. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92109. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92110. */
  92111. export class Analyser {
  92112. /**
  92113. * Gets or sets the smoothing
  92114. * @ignorenaming
  92115. */
  92116. SMOOTHING: number;
  92117. /**
  92118. * Gets or sets the FFT table size
  92119. * @ignorenaming
  92120. */
  92121. FFT_SIZE: number;
  92122. /**
  92123. * Gets or sets the bar graph amplitude
  92124. * @ignorenaming
  92125. */
  92126. BARGRAPHAMPLITUDE: number;
  92127. /**
  92128. * Gets or sets the position of the debug canvas
  92129. * @ignorenaming
  92130. */
  92131. DEBUGCANVASPOS: {
  92132. x: number;
  92133. y: number;
  92134. };
  92135. /**
  92136. * Gets or sets the debug canvas size
  92137. * @ignorenaming
  92138. */
  92139. DEBUGCANVASSIZE: {
  92140. width: number;
  92141. height: number;
  92142. };
  92143. private _byteFreqs;
  92144. private _byteTime;
  92145. private _floatFreqs;
  92146. private _webAudioAnalyser;
  92147. private _debugCanvas;
  92148. private _debugCanvasContext;
  92149. private _scene;
  92150. private _registerFunc;
  92151. private _audioEngine;
  92152. /**
  92153. * Creates a new analyser
  92154. * @param scene defines hosting scene
  92155. */
  92156. constructor(scene: Scene);
  92157. /**
  92158. * Get the number of data values you will have to play with for the visualization
  92159. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92160. * @returns a number
  92161. */
  92162. getFrequencyBinCount(): number;
  92163. /**
  92164. * Gets the current frequency data as a byte array
  92165. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92166. * @returns a Uint8Array
  92167. */
  92168. getByteFrequencyData(): Uint8Array;
  92169. /**
  92170. * Gets the current waveform as a byte array
  92171. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92172. * @returns a Uint8Array
  92173. */
  92174. getByteTimeDomainData(): Uint8Array;
  92175. /**
  92176. * Gets the current frequency data as a float array
  92177. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92178. * @returns a Float32Array
  92179. */
  92180. getFloatFrequencyData(): Float32Array;
  92181. /**
  92182. * Renders the debug canvas
  92183. */
  92184. drawDebugCanvas(): void;
  92185. /**
  92186. * Stops rendering the debug canvas and removes it
  92187. */
  92188. stopDebugCanvas(): void;
  92189. /**
  92190. * Connects two audio nodes
  92191. * @param inputAudioNode defines first node to connect
  92192. * @param outputAudioNode defines second node to connect
  92193. */
  92194. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92195. /**
  92196. * Releases all associated resources
  92197. */
  92198. dispose(): void;
  92199. }
  92200. }
  92201. declare module BABYLON {
  92202. /**
  92203. * This represents an audio engine and it is responsible
  92204. * to play, synchronize and analyse sounds throughout the application.
  92205. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92206. */
  92207. export interface IAudioEngine extends IDisposable {
  92208. /**
  92209. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92210. */
  92211. readonly canUseWebAudio: boolean;
  92212. /**
  92213. * Gets the current AudioContext if available.
  92214. */
  92215. readonly audioContext: Nullable<AudioContext>;
  92216. /**
  92217. * The master gain node defines the global audio volume of your audio engine.
  92218. */
  92219. readonly masterGain: GainNode;
  92220. /**
  92221. * Gets whether or not mp3 are supported by your browser.
  92222. */
  92223. readonly isMP3supported: boolean;
  92224. /**
  92225. * Gets whether or not ogg are supported by your browser.
  92226. */
  92227. readonly isOGGsupported: boolean;
  92228. /**
  92229. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92230. * @ignoreNaming
  92231. */
  92232. WarnedWebAudioUnsupported: boolean;
  92233. /**
  92234. * Defines if the audio engine relies on a custom unlocked button.
  92235. * In this case, the embedded button will not be displayed.
  92236. */
  92237. useCustomUnlockedButton: boolean;
  92238. /**
  92239. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92240. */
  92241. readonly unlocked: boolean;
  92242. /**
  92243. * Event raised when audio has been unlocked on the browser.
  92244. */
  92245. onAudioUnlockedObservable: Observable<AudioEngine>;
  92246. /**
  92247. * Event raised when audio has been locked on the browser.
  92248. */
  92249. onAudioLockedObservable: Observable<AudioEngine>;
  92250. /**
  92251. * Flags the audio engine in Locked state.
  92252. * This happens due to new browser policies preventing audio to autoplay.
  92253. */
  92254. lock(): void;
  92255. /**
  92256. * Unlocks the audio engine once a user action has been done on the dom.
  92257. * This is helpful to resume play once browser policies have been satisfied.
  92258. */
  92259. unlock(): void;
  92260. }
  92261. /**
  92262. * This represents the default audio engine used in babylon.
  92263. * It is responsible to play, synchronize and analyse sounds throughout the application.
  92264. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92265. */
  92266. export class AudioEngine implements IAudioEngine {
  92267. private _audioContext;
  92268. private _audioContextInitialized;
  92269. private _muteButton;
  92270. private _hostElement;
  92271. /**
  92272. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92273. */
  92274. canUseWebAudio: boolean;
  92275. /**
  92276. * The master gain node defines the global audio volume of your audio engine.
  92277. */
  92278. masterGain: GainNode;
  92279. /**
  92280. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92281. * @ignoreNaming
  92282. */
  92283. WarnedWebAudioUnsupported: boolean;
  92284. /**
  92285. * Gets whether or not mp3 are supported by your browser.
  92286. */
  92287. isMP3supported: boolean;
  92288. /**
  92289. * Gets whether or not ogg are supported by your browser.
  92290. */
  92291. isOGGsupported: boolean;
  92292. /**
  92293. * Gets whether audio has been unlocked on the device.
  92294. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  92295. * a user interaction has happened.
  92296. */
  92297. unlocked: boolean;
  92298. /**
  92299. * Defines if the audio engine relies on a custom unlocked button.
  92300. * In this case, the embedded button will not be displayed.
  92301. */
  92302. useCustomUnlockedButton: boolean;
  92303. /**
  92304. * Event raised when audio has been unlocked on the browser.
  92305. */
  92306. onAudioUnlockedObservable: Observable<AudioEngine>;
  92307. /**
  92308. * Event raised when audio has been locked on the browser.
  92309. */
  92310. onAudioLockedObservable: Observable<AudioEngine>;
  92311. /**
  92312. * Gets the current AudioContext if available.
  92313. */
  92314. readonly audioContext: Nullable<AudioContext>;
  92315. private _connectedAnalyser;
  92316. /**
  92317. * Instantiates a new audio engine.
  92318. *
  92319. * There should be only one per page as some browsers restrict the number
  92320. * of audio contexts you can create.
  92321. * @param hostElement defines the host element where to display the mute icon if necessary
  92322. */
  92323. constructor(hostElement?: Nullable<HTMLElement>);
  92324. /**
  92325. * Flags the audio engine in Locked state.
  92326. * This happens due to new browser policies preventing audio to autoplay.
  92327. */
  92328. lock(): void;
  92329. /**
  92330. * Unlocks the audio engine once a user action has been done on the dom.
  92331. * This is helpful to resume play once browser policies have been satisfied.
  92332. */
  92333. unlock(): void;
  92334. private _resumeAudioContext;
  92335. private _initializeAudioContext;
  92336. private _tryToRun;
  92337. private _triggerRunningState;
  92338. private _triggerSuspendedState;
  92339. private _displayMuteButton;
  92340. private _moveButtonToTopLeft;
  92341. private _onResize;
  92342. private _hideMuteButton;
  92343. /**
  92344. * Destroy and release the resources associated with the audio ccontext.
  92345. */
  92346. dispose(): void;
  92347. /**
  92348. * Gets the global volume sets on the master gain.
  92349. * @returns the global volume if set or -1 otherwise
  92350. */
  92351. getGlobalVolume(): number;
  92352. /**
  92353. * Sets the global volume of your experience (sets on the master gain).
  92354. * @param newVolume Defines the new global volume of the application
  92355. */
  92356. setGlobalVolume(newVolume: number): void;
  92357. /**
  92358. * Connect the audio engine to an audio analyser allowing some amazing
  92359. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  92360. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  92361. * @param analyser The analyser to connect to the engine
  92362. */
  92363. connectToAnalyser(analyser: Analyser): void;
  92364. }
  92365. }
  92366. declare module BABYLON {
  92367. /**
  92368. * Interface used to present a loading screen while loading a scene
  92369. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92370. */
  92371. export interface ILoadingScreen {
  92372. /**
  92373. * Function called to display the loading screen
  92374. */
  92375. displayLoadingUI: () => void;
  92376. /**
  92377. * Function called to hide the loading screen
  92378. */
  92379. hideLoadingUI: () => void;
  92380. /**
  92381. * Gets or sets the color to use for the background
  92382. */
  92383. loadingUIBackgroundColor: string;
  92384. /**
  92385. * Gets or sets the text to display while loading
  92386. */
  92387. loadingUIText: string;
  92388. }
  92389. /**
  92390. * Class used for the default loading screen
  92391. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92392. */
  92393. export class DefaultLoadingScreen implements ILoadingScreen {
  92394. private _renderingCanvas;
  92395. private _loadingText;
  92396. private _loadingDivBackgroundColor;
  92397. private _loadingDiv;
  92398. private _loadingTextDiv;
  92399. /** Gets or sets the logo url to use for the default loading screen */
  92400. static DefaultLogoUrl: string;
  92401. /** Gets or sets the spinner url to use for the default loading screen */
  92402. static DefaultSpinnerUrl: string;
  92403. /**
  92404. * Creates a new default loading screen
  92405. * @param _renderingCanvas defines the canvas used to render the scene
  92406. * @param _loadingText defines the default text to display
  92407. * @param _loadingDivBackgroundColor defines the default background color
  92408. */
  92409. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  92410. /**
  92411. * Function called to display the loading screen
  92412. */
  92413. displayLoadingUI(): void;
  92414. /**
  92415. * Function called to hide the loading screen
  92416. */
  92417. hideLoadingUI(): void;
  92418. /**
  92419. * Gets or sets the text to display while loading
  92420. */
  92421. loadingUIText: string;
  92422. /**
  92423. * Gets or sets the color to use for the background
  92424. */
  92425. loadingUIBackgroundColor: string;
  92426. private _resizeLoadingUI;
  92427. }
  92428. }
  92429. declare module BABYLON {
  92430. /** @hidden */
  92431. export class WebGLPipelineContext implements IPipelineContext {
  92432. engine: Engine;
  92433. program: Nullable<WebGLProgram>;
  92434. context?: WebGLRenderingContext;
  92435. vertexShader?: WebGLShader;
  92436. fragmentShader?: WebGLShader;
  92437. isParallelCompiled: boolean;
  92438. onCompiled?: () => void;
  92439. transformFeedback?: WebGLTransformFeedback | null;
  92440. readonly isAsync: boolean;
  92441. readonly isReady: boolean;
  92442. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  92443. }
  92444. }
  92445. declare module BABYLON {
  92446. /** @hidden */
  92447. export class WebGLDataBuffer extends DataBuffer {
  92448. private _buffer;
  92449. constructor(resource: WebGLBuffer);
  92450. readonly underlyingResource: any;
  92451. }
  92452. }
  92453. declare module BABYLON {
  92454. /** @hidden */
  92455. export class WebGL2ShaderProcessor implements IShaderProcessor {
  92456. attributeProcessor(attribute: string): string;
  92457. varyingProcessor(varying: string, isFragment: boolean): string;
  92458. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  92459. }
  92460. }
  92461. declare module BABYLON {
  92462. /**
  92463. * This class is used to track a performance counter which is number based.
  92464. * The user has access to many properties which give statistics of different nature.
  92465. *
  92466. * The implementer can track two kinds of Performance Counter: time and count.
  92467. * 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.
  92468. * 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.
  92469. */
  92470. export class PerfCounter {
  92471. /**
  92472. * Gets or sets a global boolean to turn on and off all the counters
  92473. */
  92474. static Enabled: boolean;
  92475. /**
  92476. * Returns the smallest value ever
  92477. */
  92478. readonly min: number;
  92479. /**
  92480. * Returns the biggest value ever
  92481. */
  92482. readonly max: number;
  92483. /**
  92484. * Returns the average value since the performance counter is running
  92485. */
  92486. readonly average: number;
  92487. /**
  92488. * Returns the average value of the last second the counter was monitored
  92489. */
  92490. readonly lastSecAverage: number;
  92491. /**
  92492. * Returns the current value
  92493. */
  92494. readonly current: number;
  92495. /**
  92496. * Gets the accumulated total
  92497. */
  92498. readonly total: number;
  92499. /**
  92500. * Gets the total value count
  92501. */
  92502. readonly count: number;
  92503. /**
  92504. * Creates a new counter
  92505. */
  92506. constructor();
  92507. /**
  92508. * Call this method to start monitoring a new frame.
  92509. * 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.
  92510. */
  92511. fetchNewFrame(): void;
  92512. /**
  92513. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  92514. * @param newCount the count value to add to the monitored count
  92515. * @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.
  92516. */
  92517. addCount(newCount: number, fetchResult: boolean): void;
  92518. /**
  92519. * Start monitoring this performance counter
  92520. */
  92521. beginMonitoring(): void;
  92522. /**
  92523. * Compute the time lapsed since the previous beginMonitoring() call.
  92524. * @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
  92525. */
  92526. endMonitoring(newFrame?: boolean): void;
  92527. private _fetchResult;
  92528. private _startMonitoringTime;
  92529. private _min;
  92530. private _max;
  92531. private _average;
  92532. private _current;
  92533. private _totalValueCount;
  92534. private _totalAccumulated;
  92535. private _lastSecAverage;
  92536. private _lastSecAccumulated;
  92537. private _lastSecTime;
  92538. private _lastSecValueCount;
  92539. }
  92540. }
  92541. declare module BABYLON {
  92542. /**
  92543. * Interface for any object that can request an animation frame
  92544. */
  92545. export interface ICustomAnimationFrameRequester {
  92546. /**
  92547. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  92548. */
  92549. renderFunction?: Function;
  92550. /**
  92551. * Called to request the next frame to render to
  92552. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  92553. */
  92554. requestAnimationFrame: Function;
  92555. /**
  92556. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  92557. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  92558. */
  92559. requestID?: number;
  92560. }
  92561. }
  92562. declare module BABYLON {
  92563. /**
  92564. * Settings for finer control over video usage
  92565. */
  92566. export interface VideoTextureSettings {
  92567. /**
  92568. * Applies `autoplay` to video, if specified
  92569. */
  92570. autoPlay?: boolean;
  92571. /**
  92572. * Applies `loop` to video, if specified
  92573. */
  92574. loop?: boolean;
  92575. /**
  92576. * Automatically updates internal texture from video at every frame in the render loop
  92577. */
  92578. autoUpdateTexture: boolean;
  92579. /**
  92580. * Image src displayed during the video loading or until the user interacts with the video.
  92581. */
  92582. poster?: string;
  92583. }
  92584. /**
  92585. * If you want to display a video in your scene, this is the special texture for that.
  92586. * This special texture works similar to other textures, with the exception of a few parameters.
  92587. * @see https://doc.babylonjs.com/how_to/video_texture
  92588. */
  92589. export class VideoTexture extends Texture {
  92590. /**
  92591. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  92592. */
  92593. readonly autoUpdateTexture: boolean;
  92594. /**
  92595. * The video instance used by the texture internally
  92596. */
  92597. readonly video: HTMLVideoElement;
  92598. private _onUserActionRequestedObservable;
  92599. /**
  92600. * Event triggerd when a dom action is required by the user to play the video.
  92601. * This happens due to recent changes in browser policies preventing video to auto start.
  92602. */
  92603. readonly onUserActionRequestedObservable: Observable<Texture>;
  92604. private _generateMipMaps;
  92605. private _engine;
  92606. private _stillImageCaptured;
  92607. private _displayingPosterTexture;
  92608. private _settings;
  92609. private _createInternalTextureOnEvent;
  92610. /**
  92611. * Creates a video texture.
  92612. * If you want to display a video in your scene, this is the special texture for that.
  92613. * This special texture works similar to other textures, with the exception of a few parameters.
  92614. * @see https://doc.babylonjs.com/how_to/video_texture
  92615. * @param name optional name, will detect from video source, if not defined
  92616. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  92617. * @param scene is obviously the current scene.
  92618. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  92619. * @param invertY is false by default but can be used to invert video on Y axis
  92620. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  92621. * @param settings allows finer control over video usage
  92622. */
  92623. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  92624. private _getName;
  92625. private _getVideo;
  92626. private _createInternalTexture;
  92627. private reset;
  92628. /**
  92629. * @hidden Internal method to initiate `update`.
  92630. */
  92631. _rebuild(): void;
  92632. /**
  92633. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  92634. */
  92635. update(): void;
  92636. /**
  92637. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  92638. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  92639. */
  92640. updateTexture(isVisible: boolean): void;
  92641. protected _updateInternalTexture: () => void;
  92642. /**
  92643. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  92644. * @param url New url.
  92645. */
  92646. updateURL(url: string): void;
  92647. /**
  92648. * Dispose the texture and release its associated resources.
  92649. */
  92650. dispose(): void;
  92651. /**
  92652. * Creates a video texture straight from a stream.
  92653. * @param scene Define the scene the texture should be created in
  92654. * @param stream Define the stream the texture should be created from
  92655. * @returns The created video texture as a promise
  92656. */
  92657. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  92658. /**
  92659. * Creates a video texture straight from your WebCam video feed.
  92660. * @param scene Define the scene the texture should be created in
  92661. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  92662. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  92663. * @returns The created video texture as a promise
  92664. */
  92665. static CreateFromWebCamAsync(scene: Scene, constraints: {
  92666. minWidth: number;
  92667. maxWidth: number;
  92668. minHeight: number;
  92669. maxHeight: number;
  92670. deviceId: string;
  92671. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  92672. /**
  92673. * Creates a video texture straight from your WebCam video feed.
  92674. * @param scene Define the scene the texture should be created in
  92675. * @param onReady Define a callback to triggered once the texture will be ready
  92676. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  92677. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  92678. */
  92679. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  92680. minWidth: number;
  92681. maxWidth: number;
  92682. minHeight: number;
  92683. maxHeight: number;
  92684. deviceId: string;
  92685. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  92686. }
  92687. }
  92688. declare module BABYLON {
  92689. /**
  92690. * Defines the interface used by objects containing a viewport (like a camera)
  92691. */
  92692. interface IViewportOwnerLike {
  92693. /**
  92694. * Gets or sets the viewport
  92695. */
  92696. viewport: IViewportLike;
  92697. }
  92698. /**
  92699. * Interface for attribute information associated with buffer instanciation
  92700. */
  92701. export class InstancingAttributeInfo {
  92702. /**
  92703. * Index/offset of the attribute in the vertex shader
  92704. */
  92705. index: number;
  92706. /**
  92707. * size of the attribute, 1, 2, 3 or 4
  92708. */
  92709. attributeSize: number;
  92710. /**
  92711. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  92712. * default is FLOAT
  92713. */
  92714. attribyteType: number;
  92715. /**
  92716. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  92717. */
  92718. normalized: boolean;
  92719. /**
  92720. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  92721. */
  92722. offset: number;
  92723. /**
  92724. * Name of the GLSL attribute, for debugging purpose only
  92725. */
  92726. attributeName: string;
  92727. }
  92728. /**
  92729. * Define options used to create a depth texture
  92730. */
  92731. export class DepthTextureCreationOptions {
  92732. /** Specifies whether or not a stencil should be allocated in the texture */
  92733. generateStencil?: boolean;
  92734. /** Specifies whether or not bilinear filtering is enable on the texture */
  92735. bilinearFiltering?: boolean;
  92736. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  92737. comparisonFunction?: number;
  92738. /** Specifies if the created texture is a cube texture */
  92739. isCube?: boolean;
  92740. }
  92741. /**
  92742. * Class used to describe the capabilities of the engine relatively to the current browser
  92743. */
  92744. export class EngineCapabilities {
  92745. /** Maximum textures units per fragment shader */
  92746. maxTexturesImageUnits: number;
  92747. /** Maximum texture units per vertex shader */
  92748. maxVertexTextureImageUnits: number;
  92749. /** Maximum textures units in the entire pipeline */
  92750. maxCombinedTexturesImageUnits: number;
  92751. /** Maximum texture size */
  92752. maxTextureSize: number;
  92753. /** Maximum cube texture size */
  92754. maxCubemapTextureSize: number;
  92755. /** Maximum render texture size */
  92756. maxRenderTextureSize: number;
  92757. /** Maximum number of vertex attributes */
  92758. maxVertexAttribs: number;
  92759. /** Maximum number of varyings */
  92760. maxVaryingVectors: number;
  92761. /** Maximum number of uniforms per vertex shader */
  92762. maxVertexUniformVectors: number;
  92763. /** Maximum number of uniforms per fragment shader */
  92764. maxFragmentUniformVectors: number;
  92765. /** Defines if standard derivates (dx/dy) are supported */
  92766. standardDerivatives: boolean;
  92767. /** Defines if s3tc texture compression is supported */
  92768. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  92769. /** Defines if pvrtc texture compression is supported */
  92770. pvrtc: any;
  92771. /** Defines if etc1 texture compression is supported */
  92772. etc1: any;
  92773. /** Defines if etc2 texture compression is supported */
  92774. etc2: any;
  92775. /** Defines if astc texture compression is supported */
  92776. astc: any;
  92777. /** Defines if float textures are supported */
  92778. textureFloat: boolean;
  92779. /** Defines if vertex array objects are supported */
  92780. vertexArrayObject: boolean;
  92781. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  92782. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  92783. /** Gets the maximum level of anisotropy supported */
  92784. maxAnisotropy: number;
  92785. /** Defines if instancing is supported */
  92786. instancedArrays: boolean;
  92787. /** Defines if 32 bits indices are supported */
  92788. uintIndices: boolean;
  92789. /** Defines if high precision shaders are supported */
  92790. highPrecisionShaderSupported: boolean;
  92791. /** Defines if depth reading in the fragment shader is supported */
  92792. fragmentDepthSupported: boolean;
  92793. /** Defines if float texture linear filtering is supported*/
  92794. textureFloatLinearFiltering: boolean;
  92795. /** Defines if rendering to float textures is supported */
  92796. textureFloatRender: boolean;
  92797. /** Defines if half float textures are supported*/
  92798. textureHalfFloat: boolean;
  92799. /** Defines if half float texture linear filtering is supported*/
  92800. textureHalfFloatLinearFiltering: boolean;
  92801. /** Defines if rendering to half float textures is supported */
  92802. textureHalfFloatRender: boolean;
  92803. /** Defines if textureLOD shader command is supported */
  92804. textureLOD: boolean;
  92805. /** Defines if draw buffers extension is supported */
  92806. drawBuffersExtension: boolean;
  92807. /** Defines if depth textures are supported */
  92808. depthTextureExtension: boolean;
  92809. /** Defines if float color buffer are supported */
  92810. colorBufferFloat: boolean;
  92811. /** Gets disjoint timer query extension (null if not supported) */
  92812. timerQuery: EXT_disjoint_timer_query;
  92813. /** Defines if timestamp can be used with timer query */
  92814. canUseTimestampForTimerQuery: boolean;
  92815. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  92816. multiview: any;
  92817. /** Function used to let the system compiles shaders in background */
  92818. parallelShaderCompile: {
  92819. COMPLETION_STATUS_KHR: number;
  92820. };
  92821. }
  92822. /** Interface defining initialization parameters for Engine class */
  92823. export interface EngineOptions extends WebGLContextAttributes {
  92824. /**
  92825. * Defines if the engine should no exceed a specified device ratio
  92826. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  92827. */
  92828. limitDeviceRatio?: number;
  92829. /**
  92830. * Defines if webvr should be enabled automatically
  92831. * @see http://doc.babylonjs.com/how_to/webvr_camera
  92832. */
  92833. autoEnableWebVR?: boolean;
  92834. /**
  92835. * Defines if webgl2 should be turned off even if supported
  92836. * @see http://doc.babylonjs.com/features/webgl2
  92837. */
  92838. disableWebGL2Support?: boolean;
  92839. /**
  92840. * Defines if webaudio should be initialized as well
  92841. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92842. */
  92843. audioEngine?: boolean;
  92844. /**
  92845. * Defines if animations should run using a deterministic lock step
  92846. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  92847. */
  92848. deterministicLockstep?: boolean;
  92849. /** Defines the maximum steps to use with deterministic lock step mode */
  92850. lockstepMaxSteps?: number;
  92851. /**
  92852. * Defines that engine should ignore context lost events
  92853. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  92854. */
  92855. doNotHandleContextLost?: boolean;
  92856. /**
  92857. * Defines that engine should ignore modifying touch action attribute and style
  92858. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  92859. */
  92860. doNotHandleTouchAction?: boolean;
  92861. /**
  92862. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  92863. */
  92864. useHighPrecisionFloats?: boolean;
  92865. }
  92866. /**
  92867. * Defines the interface used by display changed events
  92868. */
  92869. export interface IDisplayChangedEventArgs {
  92870. /** Gets the vrDisplay object (if any) */
  92871. vrDisplay: Nullable<any>;
  92872. /** Gets a boolean indicating if webVR is supported */
  92873. vrSupported: boolean;
  92874. }
  92875. /**
  92876. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  92877. */
  92878. export class Engine {
  92879. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  92880. static ExceptionList: ({
  92881. key: string;
  92882. capture: string;
  92883. captureConstraint: number;
  92884. targets: string[];
  92885. } | {
  92886. key: string;
  92887. capture: null;
  92888. captureConstraint: null;
  92889. targets: string[];
  92890. })[];
  92891. /** Gets the list of created engines */
  92892. static readonly Instances: Engine[];
  92893. /**
  92894. * Gets the latest created engine
  92895. */
  92896. static readonly LastCreatedEngine: Nullable<Engine>;
  92897. /**
  92898. * Gets the latest created scene
  92899. */
  92900. static readonly LastCreatedScene: Nullable<Scene>;
  92901. /**
  92902. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  92903. * @param flag defines which part of the materials must be marked as dirty
  92904. * @param predicate defines a predicate used to filter which materials should be affected
  92905. */
  92906. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  92907. /** @hidden */
  92908. static _TextureLoaders: IInternalTextureLoader[];
  92909. /** Defines that alpha blending is disabled */
  92910. static readonly ALPHA_DISABLE: number;
  92911. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  92912. static readonly ALPHA_ADD: number;
  92913. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  92914. static readonly ALPHA_COMBINE: number;
  92915. /** Defines that alpha blending to DEST - SRC * DEST */
  92916. static readonly ALPHA_SUBTRACT: number;
  92917. /** Defines that alpha blending to SRC * DEST */
  92918. static readonly ALPHA_MULTIPLY: number;
  92919. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  92920. static readonly ALPHA_MAXIMIZED: number;
  92921. /** Defines that alpha blending to SRC + DEST */
  92922. static readonly ALPHA_ONEONE: number;
  92923. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  92924. static readonly ALPHA_PREMULTIPLIED: number;
  92925. /**
  92926. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  92927. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  92928. */
  92929. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  92930. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  92931. static readonly ALPHA_INTERPOLATE: number;
  92932. /**
  92933. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  92934. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  92935. */
  92936. static readonly ALPHA_SCREENMODE: number;
  92937. /** Defines that the ressource is not delayed*/
  92938. static readonly DELAYLOADSTATE_NONE: number;
  92939. /** Defines that the ressource was successfully delay loaded */
  92940. static readonly DELAYLOADSTATE_LOADED: number;
  92941. /** Defines that the ressource is currently delay loading */
  92942. static readonly DELAYLOADSTATE_LOADING: number;
  92943. /** Defines that the ressource is delayed and has not started loading */
  92944. static readonly DELAYLOADSTATE_NOTLOADED: number;
  92945. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  92946. static readonly NEVER: number;
  92947. /** 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 */
  92948. static readonly ALWAYS: number;
  92949. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  92950. static readonly LESS: number;
  92951. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  92952. static readonly EQUAL: number;
  92953. /** 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 */
  92954. static readonly LEQUAL: number;
  92955. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  92956. static readonly GREATER: number;
  92957. /** 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 */
  92958. static readonly GEQUAL: number;
  92959. /** 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 */
  92960. static readonly NOTEQUAL: number;
  92961. /** Passed to stencilOperation to specify that stencil value must be kept */
  92962. static readonly KEEP: number;
  92963. /** Passed to stencilOperation to specify that stencil value must be replaced */
  92964. static readonly REPLACE: number;
  92965. /** Passed to stencilOperation to specify that stencil value must be incremented */
  92966. static readonly INCR: number;
  92967. /** Passed to stencilOperation to specify that stencil value must be decremented */
  92968. static readonly DECR: number;
  92969. /** Passed to stencilOperation to specify that stencil value must be inverted */
  92970. static readonly INVERT: number;
  92971. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  92972. static readonly INCR_WRAP: number;
  92973. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  92974. static readonly DECR_WRAP: number;
  92975. /** Texture is not repeating outside of 0..1 UVs */
  92976. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  92977. /** Texture is repeating outside of 0..1 UVs */
  92978. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  92979. /** Texture is repeating and mirrored */
  92980. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  92981. /** ALPHA */
  92982. static readonly TEXTUREFORMAT_ALPHA: number;
  92983. /** LUMINANCE */
  92984. static readonly TEXTUREFORMAT_LUMINANCE: number;
  92985. /** LUMINANCE_ALPHA */
  92986. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  92987. /** RGB */
  92988. static readonly TEXTUREFORMAT_RGB: number;
  92989. /** RGBA */
  92990. static readonly TEXTUREFORMAT_RGBA: number;
  92991. /** RED */
  92992. static readonly TEXTUREFORMAT_RED: number;
  92993. /** RED (2nd reference) */
  92994. static readonly TEXTUREFORMAT_R: number;
  92995. /** RG */
  92996. static readonly TEXTUREFORMAT_RG: number;
  92997. /** RED_INTEGER */
  92998. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  92999. /** RED_INTEGER (2nd reference) */
  93000. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93001. /** RG_INTEGER */
  93002. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93003. /** RGB_INTEGER */
  93004. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93005. /** RGBA_INTEGER */
  93006. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93007. /** UNSIGNED_BYTE */
  93008. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93009. /** UNSIGNED_BYTE (2nd reference) */
  93010. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93011. /** FLOAT */
  93012. static readonly TEXTURETYPE_FLOAT: number;
  93013. /** HALF_FLOAT */
  93014. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93015. /** BYTE */
  93016. static readonly TEXTURETYPE_BYTE: number;
  93017. /** SHORT */
  93018. static readonly TEXTURETYPE_SHORT: number;
  93019. /** UNSIGNED_SHORT */
  93020. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93021. /** INT */
  93022. static readonly TEXTURETYPE_INT: number;
  93023. /** UNSIGNED_INT */
  93024. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93025. /** UNSIGNED_SHORT_4_4_4_4 */
  93026. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93027. /** UNSIGNED_SHORT_5_5_5_1 */
  93028. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93029. /** UNSIGNED_SHORT_5_6_5 */
  93030. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93031. /** UNSIGNED_INT_2_10_10_10_REV */
  93032. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93033. /** UNSIGNED_INT_24_8 */
  93034. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93035. /** UNSIGNED_INT_10F_11F_11F_REV */
  93036. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93037. /** UNSIGNED_INT_5_9_9_9_REV */
  93038. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93039. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93040. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93041. /** nearest is mag = nearest and min = nearest and mip = linear */
  93042. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93043. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93044. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93045. /** Trilinear is mag = linear and min = linear and mip = linear */
  93046. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93047. /** nearest is mag = nearest and min = nearest and mip = linear */
  93048. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93049. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93050. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93051. /** Trilinear is mag = linear and min = linear and mip = linear */
  93052. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93053. /** mag = nearest and min = nearest and mip = nearest */
  93054. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93055. /** mag = nearest and min = linear and mip = nearest */
  93056. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93057. /** mag = nearest and min = linear and mip = linear */
  93058. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93059. /** mag = nearest and min = linear and mip = none */
  93060. static readonly TEXTURE_NEAREST_LINEAR: number;
  93061. /** mag = nearest and min = nearest and mip = none */
  93062. static readonly TEXTURE_NEAREST_NEAREST: number;
  93063. /** mag = linear and min = nearest and mip = nearest */
  93064. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93065. /** mag = linear and min = nearest and mip = linear */
  93066. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93067. /** mag = linear and min = linear and mip = none */
  93068. static readonly TEXTURE_LINEAR_LINEAR: number;
  93069. /** mag = linear and min = nearest and mip = none */
  93070. static readonly TEXTURE_LINEAR_NEAREST: number;
  93071. /** Explicit coordinates mode */
  93072. static readonly TEXTURE_EXPLICIT_MODE: number;
  93073. /** Spherical coordinates mode */
  93074. static readonly TEXTURE_SPHERICAL_MODE: number;
  93075. /** Planar coordinates mode */
  93076. static readonly TEXTURE_PLANAR_MODE: number;
  93077. /** Cubic coordinates mode */
  93078. static readonly TEXTURE_CUBIC_MODE: number;
  93079. /** Projection coordinates mode */
  93080. static readonly TEXTURE_PROJECTION_MODE: number;
  93081. /** Skybox coordinates mode */
  93082. static readonly TEXTURE_SKYBOX_MODE: number;
  93083. /** Inverse Cubic coordinates mode */
  93084. static readonly TEXTURE_INVCUBIC_MODE: number;
  93085. /** Equirectangular coordinates mode */
  93086. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93087. /** Equirectangular Fixed coordinates mode */
  93088. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93089. /** Equirectangular Fixed Mirrored coordinates mode */
  93090. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93091. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93092. static readonly SCALEMODE_FLOOR: number;
  93093. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93094. static readonly SCALEMODE_NEAREST: number;
  93095. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93096. static readonly SCALEMODE_CEILING: number;
  93097. /**
  93098. * Returns the current npm package of the sdk
  93099. */
  93100. static readonly NpmPackage: string;
  93101. /**
  93102. * Returns the current version of the framework
  93103. */
  93104. static readonly Version: string;
  93105. /**
  93106. * Returns a string describing the current engine
  93107. */
  93108. readonly description: string;
  93109. /**
  93110. * Gets or sets the epsilon value used by collision engine
  93111. */
  93112. static CollisionsEpsilon: number;
  93113. /**
  93114. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93115. */
  93116. static ShadersRepository: string;
  93117. /**
  93118. * Method called to create the default loading screen.
  93119. * This can be overriden in your own app.
  93120. * @param canvas The rendering canvas element
  93121. * @returns The loading screen
  93122. */
  93123. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93124. /**
  93125. * Method called to create the default rescale post process on each engine.
  93126. */
  93127. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93128. /** @hidden */
  93129. _shaderProcessor: IShaderProcessor;
  93130. /**
  93131. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93132. */
  93133. forcePOTTextures: boolean;
  93134. /**
  93135. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93136. */
  93137. isFullscreen: boolean;
  93138. /**
  93139. * Gets a boolean indicating if the pointer is currently locked
  93140. */
  93141. isPointerLock: boolean;
  93142. /**
  93143. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93144. */
  93145. cullBackFaces: boolean;
  93146. /**
  93147. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93148. */
  93149. renderEvenInBackground: boolean;
  93150. /**
  93151. * Gets or sets a boolean indicating that cache can be kept between frames
  93152. */
  93153. preventCacheWipeBetweenFrames: boolean;
  93154. /**
  93155. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93156. **/
  93157. enableOfflineSupport: boolean;
  93158. /**
  93159. * 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)
  93160. **/
  93161. disableManifestCheck: boolean;
  93162. /**
  93163. * Gets the list of created scenes
  93164. */
  93165. scenes: Scene[];
  93166. /**
  93167. * Event raised when a new scene is created
  93168. */
  93169. onNewSceneAddedObservable: Observable<Scene>;
  93170. /**
  93171. * Gets the list of created postprocesses
  93172. */
  93173. postProcesses: PostProcess[];
  93174. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93175. validateShaderPrograms: boolean;
  93176. /**
  93177. * Observable event triggered each time the rendering canvas is resized
  93178. */
  93179. onResizeObservable: Observable<Engine>;
  93180. /**
  93181. * Observable event triggered each time the canvas loses focus
  93182. */
  93183. onCanvasBlurObservable: Observable<Engine>;
  93184. /**
  93185. * Observable event triggered each time the canvas gains focus
  93186. */
  93187. onCanvasFocusObservable: Observable<Engine>;
  93188. /**
  93189. * Observable event triggered each time the canvas receives pointerout event
  93190. */
  93191. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93192. /**
  93193. * Observable event triggered before each texture is initialized
  93194. */
  93195. onBeforeTextureInitObservable: Observable<Texture>;
  93196. /**
  93197. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93198. */
  93199. disableUniformBuffers: boolean;
  93200. /** @hidden */
  93201. _uniformBuffers: UniformBuffer[];
  93202. /**
  93203. * Gets a boolean indicating that the engine supports uniform buffers
  93204. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93205. */
  93206. readonly supportsUniformBuffers: boolean;
  93207. /**
  93208. * Observable raised when the engine begins a new frame
  93209. */
  93210. onBeginFrameObservable: Observable<Engine>;
  93211. /**
  93212. * If set, will be used to request the next animation frame for the render loop
  93213. */
  93214. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93215. /**
  93216. * Observable raised when the engine ends the current frame
  93217. */
  93218. onEndFrameObservable: Observable<Engine>;
  93219. /**
  93220. * Observable raised when the engine is about to compile a shader
  93221. */
  93222. onBeforeShaderCompilationObservable: Observable<Engine>;
  93223. /**
  93224. * Observable raised when the engine has jsut compiled a shader
  93225. */
  93226. onAfterShaderCompilationObservable: Observable<Engine>;
  93227. /** @hidden */
  93228. _gl: WebGLRenderingContext;
  93229. private _renderingCanvas;
  93230. private _windowIsBackground;
  93231. private _webGLVersion;
  93232. protected _highPrecisionShadersAllowed: boolean;
  93233. /** @hidden */
  93234. readonly _shouldUseHighPrecisionShader: boolean;
  93235. /**
  93236. * Gets a boolean indicating that only power of 2 textures are supported
  93237. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93238. */
  93239. readonly needPOTTextures: boolean;
  93240. /** @hidden */
  93241. _badOS: boolean;
  93242. /** @hidden */
  93243. _badDesktopOS: boolean;
  93244. /**
  93245. * Gets the audio engine
  93246. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93247. * @ignorenaming
  93248. */
  93249. static audioEngine: IAudioEngine;
  93250. /**
  93251. * Default AudioEngine factory responsible of creating the Audio Engine.
  93252. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  93253. */
  93254. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  93255. /**
  93256. * Default offline support factory responsible of creating a tool used to store data locally.
  93257. * By default, this will create a Database object if the workload has been embedded.
  93258. */
  93259. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  93260. private _onFocus;
  93261. private _onBlur;
  93262. private _onCanvasPointerOut;
  93263. private _onCanvasBlur;
  93264. private _onCanvasFocus;
  93265. private _onFullscreenChange;
  93266. private _onPointerLockChange;
  93267. private _hardwareScalingLevel;
  93268. /** @hidden */
  93269. _caps: EngineCapabilities;
  93270. private _pointerLockRequested;
  93271. private _isStencilEnable;
  93272. private _colorWrite;
  93273. private _loadingScreen;
  93274. /** @hidden */
  93275. _drawCalls: PerfCounter;
  93276. private _glVersion;
  93277. private _glRenderer;
  93278. private _glVendor;
  93279. private _videoTextureSupported;
  93280. private _renderingQueueLaunched;
  93281. private _activeRenderLoops;
  93282. private _deterministicLockstep;
  93283. private _lockstepMaxSteps;
  93284. /**
  93285. * Observable signaled when a context lost event is raised
  93286. */
  93287. onContextLostObservable: Observable<Engine>;
  93288. /**
  93289. * Observable signaled when a context restored event is raised
  93290. */
  93291. onContextRestoredObservable: Observable<Engine>;
  93292. private _onContextLost;
  93293. private _onContextRestored;
  93294. private _contextWasLost;
  93295. /** @hidden */
  93296. _doNotHandleContextLost: boolean;
  93297. /**
  93298. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  93299. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  93300. */
  93301. doNotHandleContextLost: boolean;
  93302. private _performanceMonitor;
  93303. private _fps;
  93304. private _deltaTime;
  93305. /**
  93306. * Turn this value on if you want to pause FPS computation when in background
  93307. */
  93308. disablePerformanceMonitorInBackground: boolean;
  93309. /**
  93310. * Gets the performance monitor attached to this engine
  93311. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  93312. */
  93313. readonly performanceMonitor: PerformanceMonitor;
  93314. /**
  93315. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  93316. */
  93317. disableVertexArrayObjects: boolean;
  93318. /** @hidden */
  93319. protected _depthCullingState: _DepthCullingState;
  93320. /** @hidden */
  93321. protected _stencilState: _StencilState;
  93322. /** @hidden */
  93323. protected _alphaState: _AlphaState;
  93324. /** @hidden */
  93325. protected _alphaMode: number;
  93326. /** @hidden */
  93327. _internalTexturesCache: InternalTexture[];
  93328. /** @hidden */
  93329. protected _activeChannel: number;
  93330. private _currentTextureChannel;
  93331. /** @hidden */
  93332. protected _boundTexturesCache: {
  93333. [key: string]: Nullable<InternalTexture>;
  93334. };
  93335. /** @hidden */
  93336. protected _currentEffect: Nullable<Effect>;
  93337. /** @hidden */
  93338. protected _currentProgram: Nullable<WebGLProgram>;
  93339. private _compiledEffects;
  93340. private _vertexAttribArraysEnabled;
  93341. /** @hidden */
  93342. protected _cachedViewport: Nullable<IViewportLike>;
  93343. private _cachedVertexArrayObject;
  93344. /** @hidden */
  93345. protected _cachedVertexBuffers: any;
  93346. /** @hidden */
  93347. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  93348. /** @hidden */
  93349. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  93350. /** @hidden */
  93351. _currentRenderTarget: Nullable<InternalTexture>;
  93352. private _uintIndicesCurrentlySet;
  93353. private _currentBoundBuffer;
  93354. /** @hidden */
  93355. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  93356. private _currentBufferPointers;
  93357. private _currentInstanceLocations;
  93358. private _currentInstanceBuffers;
  93359. private _textureUnits;
  93360. /** @hidden */
  93361. _workingCanvas: Nullable<HTMLCanvasElement>;
  93362. /** @hidden */
  93363. _workingContext: Nullable<CanvasRenderingContext2D>;
  93364. private _rescalePostProcess;
  93365. private _dummyFramebuffer;
  93366. private _externalData;
  93367. /** @hidden */
  93368. _bindedRenderFunction: any;
  93369. private _vaoRecordInProgress;
  93370. private _mustWipeVertexAttributes;
  93371. private _emptyTexture;
  93372. private _emptyCubeTexture;
  93373. private _emptyTexture3D;
  93374. /** @hidden */
  93375. _frameHandler: number;
  93376. private _nextFreeTextureSlots;
  93377. private _maxSimultaneousTextures;
  93378. private _activeRequests;
  93379. private _texturesSupported;
  93380. /** @hidden */
  93381. _textureFormatInUse: Nullable<string>;
  93382. /**
  93383. * Gets the list of texture formats supported
  93384. */
  93385. readonly texturesSupported: Array<string>;
  93386. /**
  93387. * Gets the list of texture formats in use
  93388. */
  93389. readonly textureFormatInUse: Nullable<string>;
  93390. /**
  93391. * Gets the current viewport
  93392. */
  93393. readonly currentViewport: Nullable<IViewportLike>;
  93394. /**
  93395. * Gets the default empty texture
  93396. */
  93397. readonly emptyTexture: InternalTexture;
  93398. /**
  93399. * Gets the default empty 3D texture
  93400. */
  93401. readonly emptyTexture3D: InternalTexture;
  93402. /**
  93403. * Gets the default empty cube texture
  93404. */
  93405. readonly emptyCubeTexture: InternalTexture;
  93406. /**
  93407. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  93408. */
  93409. readonly premultipliedAlpha: boolean;
  93410. /**
  93411. * Creates a new engine
  93412. * @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
  93413. * @param antialias defines enable antialiasing (default: false)
  93414. * @param options defines further options to be sent to the getContext() function
  93415. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  93416. */
  93417. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  93418. /**
  93419. * Initializes a webVR display and starts listening to display change events
  93420. * The onVRDisplayChangedObservable will be notified upon these changes
  93421. * @returns The onVRDisplayChangedObservable
  93422. */
  93423. initWebVR(): Observable<IDisplayChangedEventArgs>;
  93424. /** @hidden */
  93425. _prepareVRComponent(): void;
  93426. /** @hidden */
  93427. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  93428. /** @hidden */
  93429. _submitVRFrame(): void;
  93430. /**
  93431. * Call this function to leave webVR mode
  93432. * Will do nothing if webVR is not supported or if there is no webVR device
  93433. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93434. */
  93435. disableVR(): void;
  93436. /**
  93437. * Gets a boolean indicating that the system is in VR mode and is presenting
  93438. * @returns true if VR mode is engaged
  93439. */
  93440. isVRPresenting(): boolean;
  93441. /** @hidden */
  93442. _requestVRFrame(): void;
  93443. private _disableTouchAction;
  93444. private _rebuildInternalTextures;
  93445. private _rebuildEffects;
  93446. /**
  93447. * Gets a boolean indicating if all created effects are ready
  93448. * @returns true if all effects are ready
  93449. */
  93450. areAllEffectsReady(): boolean;
  93451. private _rebuildBuffers;
  93452. private _initGLContext;
  93453. /**
  93454. * Gets version of the current webGL context
  93455. */
  93456. readonly webGLVersion: number;
  93457. /**
  93458. * Gets a string idenfifying the name of the class
  93459. * @returns "Engine" string
  93460. */
  93461. getClassName(): string;
  93462. /**
  93463. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  93464. */
  93465. readonly isStencilEnable: boolean;
  93466. /** @hidden */
  93467. _prepareWorkingCanvas(): void;
  93468. /**
  93469. * Reset the texture cache to empty state
  93470. */
  93471. resetTextureCache(): void;
  93472. /**
  93473. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  93474. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93475. * @returns true if engine is in deterministic lock step mode
  93476. */
  93477. isDeterministicLockStep(): boolean;
  93478. /**
  93479. * Gets the max steps when engine is running in deterministic lock step
  93480. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93481. * @returns the max steps
  93482. */
  93483. getLockstepMaxSteps(): number;
  93484. /**
  93485. * Gets an object containing information about the current webGL context
  93486. * @returns an object containing the vender, the renderer and the version of the current webGL context
  93487. */
  93488. getGlInfo(): {
  93489. vendor: string;
  93490. renderer: string;
  93491. version: string;
  93492. };
  93493. /**
  93494. * Gets current aspect ratio
  93495. * @param viewportOwner defines the camera to use to get the aspect ratio
  93496. * @param useScreen defines if screen size must be used (or the current render target if any)
  93497. * @returns a number defining the aspect ratio
  93498. */
  93499. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  93500. /**
  93501. * Gets current screen aspect ratio
  93502. * @returns a number defining the aspect ratio
  93503. */
  93504. getScreenAspectRatio(): number;
  93505. /**
  93506. * Gets the current render width
  93507. * @param useScreen defines if screen size must be used (or the current render target if any)
  93508. * @returns a number defining the current render width
  93509. */
  93510. getRenderWidth(useScreen?: boolean): number;
  93511. /**
  93512. * Gets the current render height
  93513. * @param useScreen defines if screen size must be used (or the current render target if any)
  93514. * @returns a number defining the current render height
  93515. */
  93516. getRenderHeight(useScreen?: boolean): number;
  93517. /**
  93518. * Gets the HTML canvas attached with the current webGL context
  93519. * @returns a HTML canvas
  93520. */
  93521. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  93522. /**
  93523. * Gets the client rect of the HTML canvas attached with the current webGL context
  93524. * @returns a client rectanglee
  93525. */
  93526. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  93527. /**
  93528. * Defines the hardware scaling level.
  93529. * By default the hardware scaling level is computed from the window device ratio.
  93530. * 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.
  93531. * @param level defines the level to use
  93532. */
  93533. setHardwareScalingLevel(level: number): void;
  93534. /**
  93535. * Gets the current hardware scaling level.
  93536. * By default the hardware scaling level is computed from the window device ratio.
  93537. * 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.
  93538. * @returns a number indicating the current hardware scaling level
  93539. */
  93540. getHardwareScalingLevel(): number;
  93541. /**
  93542. * Gets the list of loaded textures
  93543. * @returns an array containing all loaded textures
  93544. */
  93545. getLoadedTexturesCache(): InternalTexture[];
  93546. /**
  93547. * Gets the object containing all engine capabilities
  93548. * @returns the EngineCapabilities object
  93549. */
  93550. getCaps(): EngineCapabilities;
  93551. /**
  93552. * Gets the current depth function
  93553. * @returns a number defining the depth function
  93554. */
  93555. getDepthFunction(): Nullable<number>;
  93556. /**
  93557. * Sets the current depth function
  93558. * @param depthFunc defines the function to use
  93559. */
  93560. setDepthFunction(depthFunc: number): void;
  93561. /**
  93562. * Sets the current depth function to GREATER
  93563. */
  93564. setDepthFunctionToGreater(): void;
  93565. /**
  93566. * Sets the current depth function to GEQUAL
  93567. */
  93568. setDepthFunctionToGreaterOrEqual(): void;
  93569. /**
  93570. * Sets the current depth function to LESS
  93571. */
  93572. setDepthFunctionToLess(): void;
  93573. private _cachedStencilBuffer;
  93574. private _cachedStencilFunction;
  93575. private _cachedStencilMask;
  93576. private _cachedStencilOperationPass;
  93577. private _cachedStencilOperationFail;
  93578. private _cachedStencilOperationDepthFail;
  93579. private _cachedStencilReference;
  93580. /**
  93581. * Caches the the state of the stencil buffer
  93582. */
  93583. cacheStencilState(): void;
  93584. /**
  93585. * Restores the state of the stencil buffer
  93586. */
  93587. restoreStencilState(): void;
  93588. /**
  93589. * Sets the current depth function to LEQUAL
  93590. */
  93591. setDepthFunctionToLessOrEqual(): void;
  93592. /**
  93593. * Gets a boolean indicating if stencil buffer is enabled
  93594. * @returns the current stencil buffer state
  93595. */
  93596. getStencilBuffer(): boolean;
  93597. /**
  93598. * Enable or disable the stencil buffer
  93599. * @param enable defines if the stencil buffer must be enabled or disabled
  93600. */
  93601. setStencilBuffer(enable: boolean): void;
  93602. /**
  93603. * Gets the current stencil mask
  93604. * @returns a number defining the new stencil mask to use
  93605. */
  93606. getStencilMask(): number;
  93607. /**
  93608. * Sets the current stencil mask
  93609. * @param mask defines the new stencil mask to use
  93610. */
  93611. setStencilMask(mask: number): void;
  93612. /**
  93613. * Gets the current stencil function
  93614. * @returns a number defining the stencil function to use
  93615. */
  93616. getStencilFunction(): number;
  93617. /**
  93618. * Gets the current stencil reference value
  93619. * @returns a number defining the stencil reference value to use
  93620. */
  93621. getStencilFunctionReference(): number;
  93622. /**
  93623. * Gets the current stencil mask
  93624. * @returns a number defining the stencil mask to use
  93625. */
  93626. getStencilFunctionMask(): number;
  93627. /**
  93628. * Sets the current stencil function
  93629. * @param stencilFunc defines the new stencil function to use
  93630. */
  93631. setStencilFunction(stencilFunc: number): void;
  93632. /**
  93633. * Sets the current stencil reference
  93634. * @param reference defines the new stencil reference to use
  93635. */
  93636. setStencilFunctionReference(reference: number): void;
  93637. /**
  93638. * Sets the current stencil mask
  93639. * @param mask defines the new stencil mask to use
  93640. */
  93641. setStencilFunctionMask(mask: number): void;
  93642. /**
  93643. * Gets the current stencil operation when stencil fails
  93644. * @returns a number defining stencil operation to use when stencil fails
  93645. */
  93646. getStencilOperationFail(): number;
  93647. /**
  93648. * Gets the current stencil operation when depth fails
  93649. * @returns a number defining stencil operation to use when depth fails
  93650. */
  93651. getStencilOperationDepthFail(): number;
  93652. /**
  93653. * Gets the current stencil operation when stencil passes
  93654. * @returns a number defining stencil operation to use when stencil passes
  93655. */
  93656. getStencilOperationPass(): number;
  93657. /**
  93658. * Sets the stencil operation to use when stencil fails
  93659. * @param operation defines the stencil operation to use when stencil fails
  93660. */
  93661. setStencilOperationFail(operation: number): void;
  93662. /**
  93663. * Sets the stencil operation to use when depth fails
  93664. * @param operation defines the stencil operation to use when depth fails
  93665. */
  93666. setStencilOperationDepthFail(operation: number): void;
  93667. /**
  93668. * Sets the stencil operation to use when stencil passes
  93669. * @param operation defines the stencil operation to use when stencil passes
  93670. */
  93671. setStencilOperationPass(operation: number): void;
  93672. /**
  93673. * Sets a boolean indicating if the dithering state is enabled or disabled
  93674. * @param value defines the dithering state
  93675. */
  93676. setDitheringState(value: boolean): void;
  93677. /**
  93678. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  93679. * @param value defines the rasterizer state
  93680. */
  93681. setRasterizerState(value: boolean): void;
  93682. /**
  93683. * stop executing a render loop function and remove it from the execution array
  93684. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  93685. */
  93686. stopRenderLoop(renderFunction?: () => void): void;
  93687. /** @hidden */
  93688. _renderLoop(): void;
  93689. /**
  93690. * Register and execute a render loop. The engine can have more than one render function
  93691. * @param renderFunction defines the function to continuously execute
  93692. */
  93693. runRenderLoop(renderFunction: () => void): void;
  93694. /**
  93695. * Toggle full screen mode
  93696. * @param requestPointerLock defines if a pointer lock should be requested from the user
  93697. */
  93698. switchFullscreen(requestPointerLock: boolean): void;
  93699. /**
  93700. * Enters full screen mode
  93701. * @param requestPointerLock defines if a pointer lock should be requested from the user
  93702. */
  93703. enterFullscreen(requestPointerLock: boolean): void;
  93704. /**
  93705. * Exits full screen mode
  93706. */
  93707. exitFullscreen(): void;
  93708. /**
  93709. * Enters Pointerlock mode
  93710. */
  93711. enterPointerlock(): void;
  93712. /**
  93713. * Exits Pointerlock mode
  93714. */
  93715. exitPointerlock(): void;
  93716. /**
  93717. * Clear the current render buffer or the current render target (if any is set up)
  93718. * @param color defines the color to use
  93719. * @param backBuffer defines if the back buffer must be cleared
  93720. * @param depth defines if the depth buffer must be cleared
  93721. * @param stencil defines if the stencil buffer must be cleared
  93722. */
  93723. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  93724. /**
  93725. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  93726. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  93727. * @param y defines the y-coordinate of the corner of the clear rectangle
  93728. * @param width defines the width of the clear rectangle
  93729. * @param height defines the height of the clear rectangle
  93730. * @param clearColor defines the clear color
  93731. */
  93732. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  93733. /**
  93734. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  93735. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  93736. * @param y defines the y-coordinate of the corner of the clear rectangle
  93737. * @param width defines the width of the clear rectangle
  93738. * @param height defines the height of the clear rectangle
  93739. */
  93740. enableScissor(x: number, y: number, width: number, height: number): void;
  93741. /**
  93742. * Disable previously set scissor test rectangle
  93743. */
  93744. disableScissor(): void;
  93745. private _viewportCached;
  93746. /** @hidden */
  93747. _viewport(x: number, y: number, width: number, height: number): void;
  93748. /**
  93749. * Set the WebGL's viewport
  93750. * @param viewport defines the viewport element to be used
  93751. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  93752. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  93753. */
  93754. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  93755. /**
  93756. * Directly set the WebGL Viewport
  93757. * @param x defines the x coordinate of the viewport (in screen space)
  93758. * @param y defines the y coordinate of the viewport (in screen space)
  93759. * @param width defines the width of the viewport (in screen space)
  93760. * @param height defines the height of the viewport (in screen space)
  93761. * @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
  93762. */
  93763. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  93764. /**
  93765. * Begin a new frame
  93766. */
  93767. beginFrame(): void;
  93768. /**
  93769. * Enf the current frame
  93770. */
  93771. endFrame(): void;
  93772. /**
  93773. * Resize the view according to the canvas' size
  93774. */
  93775. resize(): void;
  93776. /**
  93777. * Force a specific size of the canvas
  93778. * @param width defines the new canvas' width
  93779. * @param height defines the new canvas' height
  93780. */
  93781. setSize(width: number, height: number): void;
  93782. /**
  93783. * Binds the frame buffer to the specified texture.
  93784. * @param texture The texture to render to or null for the default canvas
  93785. * @param faceIndex The face of the texture to render to in case of cube texture
  93786. * @param requiredWidth The width of the target to render to
  93787. * @param requiredHeight The height of the target to render to
  93788. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  93789. * @param depthStencilTexture The depth stencil texture to use to render
  93790. * @param lodLevel defines le lod level to bind to the frame buffer
  93791. */
  93792. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  93793. /** @hidden */
  93794. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  93795. /**
  93796. * Unbind the current render target texture from the webGL context
  93797. * @param texture defines the render target texture to unbind
  93798. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  93799. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  93800. */
  93801. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  93802. /**
  93803. * Force the mipmap generation for the given render target texture
  93804. * @param texture defines the render target texture to use
  93805. */
  93806. generateMipMapsForCubemap(texture: InternalTexture): void;
  93807. /**
  93808. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  93809. */
  93810. flushFramebuffer(): void;
  93811. /**
  93812. * Unbind the current render target and bind the default framebuffer
  93813. */
  93814. restoreDefaultFramebuffer(): void;
  93815. /**
  93816. * Create an uniform buffer
  93817. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93818. * @param elements defines the content of the uniform buffer
  93819. * @returns the webGL uniform buffer
  93820. */
  93821. createUniformBuffer(elements: FloatArray): DataBuffer;
  93822. /**
  93823. * Create a dynamic uniform buffer
  93824. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93825. * @param elements defines the content of the uniform buffer
  93826. * @returns the webGL uniform buffer
  93827. */
  93828. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  93829. /**
  93830. * Update an existing uniform buffer
  93831. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93832. * @param uniformBuffer defines the target uniform buffer
  93833. * @param elements defines the content to update
  93834. * @param offset defines the offset in the uniform buffer where update should start
  93835. * @param count defines the size of the data to update
  93836. */
  93837. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  93838. private _resetVertexBufferBinding;
  93839. /**
  93840. * Creates a vertex buffer
  93841. * @param data the data for the vertex buffer
  93842. * @returns the new WebGL static buffer
  93843. */
  93844. createVertexBuffer(data: DataArray): DataBuffer;
  93845. /**
  93846. * Creates a dynamic vertex buffer
  93847. * @param data the data for the dynamic vertex buffer
  93848. * @returns the new WebGL dynamic buffer
  93849. */
  93850. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  93851. /**
  93852. * Update a dynamic index buffer
  93853. * @param indexBuffer defines the target index buffer
  93854. * @param indices defines the data to update
  93855. * @param offset defines the offset in the target index buffer where update should start
  93856. */
  93857. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  93858. /**
  93859. * Updates a dynamic vertex buffer.
  93860. * @param vertexBuffer the vertex buffer to update
  93861. * @param data the data used to update the vertex buffer
  93862. * @param byteOffset the byte offset of the data
  93863. * @param byteLength the byte length of the data
  93864. */
  93865. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  93866. private _resetIndexBufferBinding;
  93867. /**
  93868. * Creates a new index buffer
  93869. * @param indices defines the content of the index buffer
  93870. * @param updatable defines if the index buffer must be updatable
  93871. * @returns a new webGL buffer
  93872. */
  93873. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  93874. /**
  93875. * Bind a webGL buffer to the webGL context
  93876. * @param buffer defines the buffer to bind
  93877. */
  93878. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  93879. /**
  93880. * Bind an uniform buffer to the current webGL context
  93881. * @param buffer defines the buffer to bind
  93882. */
  93883. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  93884. /**
  93885. * Bind a buffer to the current webGL context at a given location
  93886. * @param buffer defines the buffer to bind
  93887. * @param location defines the index where to bind the buffer
  93888. */
  93889. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  93890. /**
  93891. * Bind a specific block at a given index in a specific shader program
  93892. * @param pipelineContext defines the pipeline context to use
  93893. * @param blockName defines the block name
  93894. * @param index defines the index where to bind the block
  93895. */
  93896. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  93897. private bindIndexBuffer;
  93898. private bindBuffer;
  93899. /**
  93900. * update the bound buffer with the given data
  93901. * @param data defines the data to update
  93902. */
  93903. updateArrayBuffer(data: Float32Array): void;
  93904. private _vertexAttribPointer;
  93905. private _bindIndexBufferWithCache;
  93906. private _bindVertexBuffersAttributes;
  93907. /**
  93908. * Records a vertex array object
  93909. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  93910. * @param vertexBuffers defines the list of vertex buffers to store
  93911. * @param indexBuffer defines the index buffer to store
  93912. * @param effect defines the effect to store
  93913. * @returns the new vertex array object
  93914. */
  93915. recordVertexArrayObject(vertexBuffers: {
  93916. [key: string]: VertexBuffer;
  93917. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  93918. /**
  93919. * Bind a specific vertex array object
  93920. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  93921. * @param vertexArrayObject defines the vertex array object to bind
  93922. * @param indexBuffer defines the index buffer to bind
  93923. */
  93924. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  93925. /**
  93926. * Bind webGl buffers directly to the webGL context
  93927. * @param vertexBuffer defines the vertex buffer to bind
  93928. * @param indexBuffer defines the index buffer to bind
  93929. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  93930. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  93931. * @param effect defines the effect associated with the vertex buffer
  93932. */
  93933. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  93934. private _unbindVertexArrayObject;
  93935. /**
  93936. * Bind a list of vertex buffers to the webGL context
  93937. * @param vertexBuffers defines the list of vertex buffers to bind
  93938. * @param indexBuffer defines the index buffer to bind
  93939. * @param effect defines the effect associated with the vertex buffers
  93940. */
  93941. bindBuffers(vertexBuffers: {
  93942. [key: string]: Nullable<VertexBuffer>;
  93943. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  93944. /**
  93945. * Unbind all instance attributes
  93946. */
  93947. unbindInstanceAttributes(): void;
  93948. /**
  93949. * Release and free the memory of a vertex array object
  93950. * @param vao defines the vertex array object to delete
  93951. */
  93952. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  93953. /** @hidden */
  93954. _releaseBuffer(buffer: DataBuffer): boolean;
  93955. /**
  93956. * Creates a webGL buffer to use with instanciation
  93957. * @param capacity defines the size of the buffer
  93958. * @returns the webGL buffer
  93959. */
  93960. createInstancesBuffer(capacity: number): DataBuffer;
  93961. /**
  93962. * Delete a webGL buffer used with instanciation
  93963. * @param buffer defines the webGL buffer to delete
  93964. */
  93965. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  93966. /**
  93967. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  93968. * @param instancesBuffer defines the webGL buffer to update and bind
  93969. * @param data defines the data to store in the buffer
  93970. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  93971. */
  93972. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  93973. /**
  93974. * Apply all cached states (depth, culling, stencil and alpha)
  93975. */
  93976. applyStates(): void;
  93977. /**
  93978. * Send a draw order
  93979. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  93980. * @param indexStart defines the starting index
  93981. * @param indexCount defines the number of index to draw
  93982. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  93983. */
  93984. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  93985. /**
  93986. * Draw a list of points
  93987. * @param verticesStart defines the index of first vertex to draw
  93988. * @param verticesCount defines the count of vertices to draw
  93989. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  93990. */
  93991. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  93992. /**
  93993. * Draw a list of unindexed primitives
  93994. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  93995. * @param verticesStart defines the index of first vertex to draw
  93996. * @param verticesCount defines the count of vertices to draw
  93997. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  93998. */
  93999. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94000. /**
  94001. * Draw a list of indexed primitives
  94002. * @param fillMode defines the primitive to use
  94003. * @param indexStart defines the starting index
  94004. * @param indexCount defines the number of index to draw
  94005. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94006. */
  94007. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94008. /**
  94009. * Draw a list of unindexed primitives
  94010. * @param fillMode defines the primitive to use
  94011. * @param verticesStart defines the index of first vertex to draw
  94012. * @param verticesCount defines the count of vertices to draw
  94013. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94014. */
  94015. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94016. private _drawMode;
  94017. /** @hidden */
  94018. _releaseEffect(effect: Effect): void;
  94019. /** @hidden */
  94020. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94021. /**
  94022. * Create a new effect (used to store vertex/fragment shaders)
  94023. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94024. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94025. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94026. * @param samplers defines an array of string used to represent textures
  94027. * @param defines defines the string containing the defines to use to compile the shaders
  94028. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94029. * @param onCompiled defines a function to call when the effect creation is successful
  94030. * @param onError defines a function to call when the effect creation has failed
  94031. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94032. * @returns the new Effect
  94033. */
  94034. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  94035. private _compileShader;
  94036. private _compileRawShader;
  94037. /**
  94038. * Directly creates a webGL program
  94039. * @param pipelineContext defines the pipeline context to attach to
  94040. * @param vertexCode defines the vertex shader code to use
  94041. * @param fragmentCode defines the fragment shader code to use
  94042. * @param context defines the webGL context to use (if not set, the current one will be used)
  94043. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94044. * @returns the new webGL program
  94045. */
  94046. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94047. /**
  94048. * Creates a webGL program
  94049. * @param pipelineContext defines the pipeline context to attach to
  94050. * @param vertexCode defines the vertex shader code to use
  94051. * @param fragmentCode defines the fragment shader code to use
  94052. * @param defines defines the string containing the defines to use to compile the shaders
  94053. * @param context defines the webGL context to use (if not set, the current one will be used)
  94054. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94055. * @returns the new webGL program
  94056. */
  94057. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94058. /**
  94059. * Creates a new pipeline context
  94060. * @returns the new pipeline
  94061. */
  94062. createPipelineContext(): WebGLPipelineContext;
  94063. private _createShaderProgram;
  94064. private _finalizePipelineContext;
  94065. /** @hidden */
  94066. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94067. /** @hidden */
  94068. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94069. /** @hidden */
  94070. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94071. /**
  94072. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94073. * @param pipelineContext defines the pipeline context to use
  94074. * @param uniformsNames defines the list of uniform names
  94075. * @returns an array of webGL uniform locations
  94076. */
  94077. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94078. /**
  94079. * Gets the lsit of active attributes for a given webGL program
  94080. * @param pipelineContext defines the pipeline context to use
  94081. * @param attributesNames defines the list of attribute names to get
  94082. * @returns an array of indices indicating the offset of each attribute
  94083. */
  94084. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94085. /**
  94086. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94087. * @param effect defines the effect to activate
  94088. */
  94089. enableEffect(effect: Nullable<Effect>): void;
  94090. /**
  94091. * Set the value of an uniform to an array of int32
  94092. * @param uniform defines the webGL uniform location where to store the value
  94093. * @param array defines the array of int32 to store
  94094. */
  94095. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94096. /**
  94097. * Set the value of an uniform to an array of int32 (stored as vec2)
  94098. * @param uniform defines the webGL uniform location where to store the value
  94099. * @param array defines the array of int32 to store
  94100. */
  94101. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94102. /**
  94103. * Set the value of an uniform to an array of int32 (stored as vec3)
  94104. * @param uniform defines the webGL uniform location where to store the value
  94105. * @param array defines the array of int32 to store
  94106. */
  94107. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94108. /**
  94109. * Set the value of an uniform to an array of int32 (stored as vec4)
  94110. * @param uniform defines the webGL uniform location where to store the value
  94111. * @param array defines the array of int32 to store
  94112. */
  94113. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94114. /**
  94115. * Set the value of an uniform to an array of float32
  94116. * @param uniform defines the webGL uniform location where to store the value
  94117. * @param array defines the array of float32 to store
  94118. */
  94119. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94120. /**
  94121. * Set the value of an uniform to an array of float32 (stored as vec2)
  94122. * @param uniform defines the webGL uniform location where to store the value
  94123. * @param array defines the array of float32 to store
  94124. */
  94125. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94126. /**
  94127. * Set the value of an uniform to an array of float32 (stored as vec3)
  94128. * @param uniform defines the webGL uniform location where to store the value
  94129. * @param array defines the array of float32 to store
  94130. */
  94131. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94132. /**
  94133. * Set the value of an uniform to an array of float32 (stored as vec4)
  94134. * @param uniform defines the webGL uniform location where to store the value
  94135. * @param array defines the array of float32 to store
  94136. */
  94137. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94138. /**
  94139. * Set the value of an uniform to an array of number
  94140. * @param uniform defines the webGL uniform location where to store the value
  94141. * @param array defines the array of number to store
  94142. */
  94143. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94144. /**
  94145. * Set the value of an uniform to an array of number (stored as vec2)
  94146. * @param uniform defines the webGL uniform location where to store the value
  94147. * @param array defines the array of number to store
  94148. */
  94149. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94150. /**
  94151. * Set the value of an uniform to an array of number (stored as vec3)
  94152. * @param uniform defines the webGL uniform location where to store the value
  94153. * @param array defines the array of number to store
  94154. */
  94155. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94156. /**
  94157. * Set the value of an uniform to an array of number (stored as vec4)
  94158. * @param uniform defines the webGL uniform location where to store the value
  94159. * @param array defines the array of number to store
  94160. */
  94161. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94162. /**
  94163. * Set the value of an uniform to an array of float32 (stored as matrices)
  94164. * @param uniform defines the webGL uniform location where to store the value
  94165. * @param matrices defines the array of float32 to store
  94166. */
  94167. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94168. /**
  94169. * Set the value of an uniform to a matrix (3x3)
  94170. * @param uniform defines the webGL uniform location where to store the value
  94171. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94172. */
  94173. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94174. /**
  94175. * Set the value of an uniform to a matrix (2x2)
  94176. * @param uniform defines the webGL uniform location where to store the value
  94177. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94178. */
  94179. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94180. /**
  94181. * Set the value of an uniform to a number (int)
  94182. * @param uniform defines the webGL uniform location where to store the value
  94183. * @param value defines the int number to store
  94184. */
  94185. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94186. /**
  94187. * Set the value of an uniform to a number (float)
  94188. * @param uniform defines the webGL uniform location where to store the value
  94189. * @param value defines the float number to store
  94190. */
  94191. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94192. /**
  94193. * Set the value of an uniform to a vec2
  94194. * @param uniform defines the webGL uniform location where to store the value
  94195. * @param x defines the 1st component of the value
  94196. * @param y defines the 2nd component of the value
  94197. */
  94198. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94199. /**
  94200. * Set the value of an uniform to a vec3
  94201. * @param uniform defines the webGL uniform location where to store the value
  94202. * @param x defines the 1st component of the value
  94203. * @param y defines the 2nd component of the value
  94204. * @param z defines the 3rd component of the value
  94205. */
  94206. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94207. /**
  94208. * Set the value of an uniform to a boolean
  94209. * @param uniform defines the webGL uniform location where to store the value
  94210. * @param bool defines the boolean to store
  94211. */
  94212. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94213. /**
  94214. * Set the value of an uniform to a vec4
  94215. * @param uniform defines the webGL uniform location where to store the value
  94216. * @param x defines the 1st component of the value
  94217. * @param y defines the 2nd component of the value
  94218. * @param z defines the 3rd component of the value
  94219. * @param w defines the 4th component of the value
  94220. */
  94221. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94222. /**
  94223. * Sets a Color4 on a uniform variable
  94224. * @param uniform defines the uniform location
  94225. * @param color4 defines the value to be set
  94226. */
  94227. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94228. /**
  94229. * Set various states to the webGL context
  94230. * @param culling defines backface culling state
  94231. * @param zOffset defines the value to apply to zOffset (0 by default)
  94232. * @param force defines if states must be applied even if cache is up to date
  94233. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94234. */
  94235. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94236. /**
  94237. * Set the z offset to apply to current rendering
  94238. * @param value defines the offset to apply
  94239. */
  94240. setZOffset(value: number): void;
  94241. /**
  94242. * Gets the current value of the zOffset
  94243. * @returns the current zOffset state
  94244. */
  94245. getZOffset(): number;
  94246. /**
  94247. * Enable or disable depth buffering
  94248. * @param enable defines the state to set
  94249. */
  94250. setDepthBuffer(enable: boolean): void;
  94251. /**
  94252. * Gets a boolean indicating if depth writing is enabled
  94253. * @returns the current depth writing state
  94254. */
  94255. getDepthWrite(): boolean;
  94256. /**
  94257. * Enable or disable depth writing
  94258. * @param enable defines the state to set
  94259. */
  94260. setDepthWrite(enable: boolean): void;
  94261. /**
  94262. * Enable or disable color writing
  94263. * @param enable defines the state to set
  94264. */
  94265. setColorWrite(enable: boolean): void;
  94266. /**
  94267. * Gets a boolean indicating if color writing is enabled
  94268. * @returns the current color writing state
  94269. */
  94270. getColorWrite(): boolean;
  94271. /**
  94272. * Sets alpha constants used by some alpha blending modes
  94273. * @param r defines the red component
  94274. * @param g defines the green component
  94275. * @param b defines the blue component
  94276. * @param a defines the alpha component
  94277. */
  94278. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  94279. /**
  94280. * Sets the current alpha mode
  94281. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  94282. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  94283. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94284. */
  94285. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  94286. /**
  94287. * Gets the current alpha mode
  94288. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94289. * @returns the current alpha mode
  94290. */
  94291. getAlphaMode(): number;
  94292. /**
  94293. * Clears the list of texture accessible through engine.
  94294. * This can help preventing texture load conflict due to name collision.
  94295. */
  94296. clearInternalTexturesCache(): void;
  94297. /**
  94298. * Force the entire cache to be cleared
  94299. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  94300. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  94301. */
  94302. wipeCaches(bruteForce?: boolean): void;
  94303. /**
  94304. * Set the compressed texture format to use, based on the formats you have, and the formats
  94305. * supported by the hardware / browser.
  94306. *
  94307. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  94308. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  94309. * to API arguments needed to compressed textures. This puts the burden on the container
  94310. * generator to house the arcane code for determining these for current & future formats.
  94311. *
  94312. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  94313. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  94314. *
  94315. * Note: The result of this call is not taken into account when a texture is base64.
  94316. *
  94317. * @param formatsAvailable defines the list of those format families you have created
  94318. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  94319. *
  94320. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  94321. * @returns The extension selected.
  94322. */
  94323. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  94324. /** @hidden */
  94325. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  94326. min: number;
  94327. mag: number;
  94328. };
  94329. /** @hidden */
  94330. _createTexture(): WebGLTexture;
  94331. /**
  94332. * Usually called from Texture.ts.
  94333. * Passed information to create a WebGLTexture
  94334. * @param urlArg defines a value which contains one of the following:
  94335. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  94336. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  94337. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  94338. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  94339. * @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)
  94340. * @param scene needed for loading to the correct scene
  94341. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  94342. * @param onLoad optional callback to be called upon successful completion
  94343. * @param onError optional callback to be called upon failure
  94344. * @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
  94345. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  94346. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  94347. * @param forcedExtension defines the extension to use to pick the right loader
  94348. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  94349. * @returns a InternalTexture for assignment back into BABYLON.Texture
  94350. */
  94351. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  94352. /**
  94353. * @hidden
  94354. * Rescales a texture
  94355. * @param source input texutre
  94356. * @param destination destination texture
  94357. * @param scene scene to use to render the resize
  94358. * @param internalFormat format to use when resizing
  94359. * @param onComplete callback to be called when resize has completed
  94360. */
  94361. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  94362. private _unpackFlipYCached;
  94363. /**
  94364. * In case you are sharing the context with other applications, it might
  94365. * be interested to not cache the unpack flip y state to ensure a consistent
  94366. * value would be set.
  94367. */
  94368. enableUnpackFlipYCached: boolean;
  94369. /** @hidden */
  94370. _unpackFlipY(value: boolean): void;
  94371. /** @hidden */
  94372. _getUnpackAlignement(): number;
  94373. /**
  94374. * Creates a dynamic texture
  94375. * @param width defines the width of the texture
  94376. * @param height defines the height of the texture
  94377. * @param generateMipMaps defines if the engine should generate the mip levels
  94378. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  94379. * @returns the dynamic texture inside an InternalTexture
  94380. */
  94381. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  94382. /**
  94383. * Update the sampling mode of a given texture
  94384. * @param samplingMode defines the required sampling mode
  94385. * @param texture defines the texture to update
  94386. */
  94387. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  94388. /**
  94389. * Update the content of a dynamic texture
  94390. * @param texture defines the texture to update
  94391. * @param canvas defines the canvas containing the source
  94392. * @param invertY defines if data must be stored with Y axis inverted
  94393. * @param premulAlpha defines if alpha is stored as premultiplied
  94394. * @param format defines the format of the data
  94395. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  94396. */
  94397. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  94398. /**
  94399. * Update a video texture
  94400. * @param texture defines the texture to update
  94401. * @param video defines the video element to use
  94402. * @param invertY defines if data must be stored with Y axis inverted
  94403. */
  94404. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  94405. /**
  94406. * Updates a depth texture Comparison Mode and Function.
  94407. * If the comparison Function is equal to 0, the mode will be set to none.
  94408. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  94409. * @param texture The texture to set the comparison function for
  94410. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  94411. */
  94412. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  94413. /** @hidden */
  94414. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  94415. width: number;
  94416. height: number;
  94417. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  94418. /**
  94419. * Creates a depth stencil texture.
  94420. * This is only available in WebGL 2 or with the depth texture extension available.
  94421. * @param size The size of face edge in the texture.
  94422. * @param options The options defining the texture.
  94423. * @returns The texture
  94424. */
  94425. createDepthStencilTexture(size: number | {
  94426. width: number;
  94427. height: number;
  94428. }, options: DepthTextureCreationOptions): InternalTexture;
  94429. /**
  94430. * Creates a depth stencil texture.
  94431. * This is only available in WebGL 2 or with the depth texture extension available.
  94432. * @param size The size of face edge in the texture.
  94433. * @param options The options defining the texture.
  94434. * @returns The texture
  94435. */
  94436. private _createDepthStencilTexture;
  94437. /**
  94438. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  94439. * @param renderTarget The render target to set the frame buffer for
  94440. */
  94441. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  94442. /**
  94443. * Creates a new render target texture
  94444. * @param size defines the size of the texture
  94445. * @param options defines the options used to create the texture
  94446. * @returns a new render target texture stored in an InternalTexture
  94447. */
  94448. createRenderTargetTexture(size: number | {
  94449. width: number;
  94450. height: number;
  94451. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  94452. /** @hidden */
  94453. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  94454. /**
  94455. * Updates the sample count of a render target texture
  94456. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  94457. * @param texture defines the texture to update
  94458. * @param samples defines the sample count to set
  94459. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  94460. */
  94461. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  94462. /** @hidden */
  94463. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94464. /** @hidden */
  94465. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  94466. /** @hidden */
  94467. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94468. /** @hidden */
  94469. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  94470. /**
  94471. * @hidden
  94472. */
  94473. _setCubeMapTextureParams(loadMipmap: boolean): void;
  94474. private _prepareWebGLTextureContinuation;
  94475. private _prepareWebGLTexture;
  94476. /** @hidden */
  94477. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  94478. /** @hidden */
  94479. _releaseFramebufferObjects(texture: InternalTexture): void;
  94480. /** @hidden */
  94481. _releaseTexture(texture: InternalTexture): void;
  94482. private setProgram;
  94483. private _boundUniforms;
  94484. /**
  94485. * Binds an effect to the webGL context
  94486. * @param effect defines the effect to bind
  94487. */
  94488. bindSamplers(effect: Effect): void;
  94489. private _activateCurrentTexture;
  94490. /** @hidden */
  94491. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  94492. /** @hidden */
  94493. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  94494. /**
  94495. * Sets a texture to the webGL context from a postprocess
  94496. * @param channel defines the channel to use
  94497. * @param postProcess defines the source postprocess
  94498. */
  94499. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  94500. /**
  94501. * Binds the output of the passed in post process to the texture channel specified
  94502. * @param channel The channel the texture should be bound to
  94503. * @param postProcess The post process which's output should be bound
  94504. */
  94505. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  94506. /**
  94507. * Unbind all textures from the webGL context
  94508. */
  94509. unbindAllTextures(): void;
  94510. /**
  94511. * Sets a texture to the according uniform.
  94512. * @param channel The texture channel
  94513. * @param uniform The uniform to set
  94514. * @param texture The texture to apply
  94515. */
  94516. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  94517. /**
  94518. * Sets a depth stencil texture from a render target to the according uniform.
  94519. * @param channel The texture channel
  94520. * @param uniform The uniform to set
  94521. * @param texture The render target texture containing the depth stencil texture to apply
  94522. */
  94523. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  94524. private _bindSamplerUniformToChannel;
  94525. private _getTextureWrapMode;
  94526. private _setTexture;
  94527. /**
  94528. * Sets an array of texture to the webGL context
  94529. * @param channel defines the channel where the texture array must be set
  94530. * @param uniform defines the associated uniform location
  94531. * @param textures defines the array of textures to bind
  94532. */
  94533. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  94534. /** @hidden */
  94535. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  94536. private _setTextureParameterFloat;
  94537. private _setTextureParameterInteger;
  94538. /**
  94539. * Reads pixels from the current frame buffer. Please note that this function can be slow
  94540. * @param x defines the x coordinate of the rectangle where pixels must be read
  94541. * @param y defines the y coordinate of the rectangle where pixels must be read
  94542. * @param width defines the width of the rectangle where pixels must be read
  94543. * @param height defines the height of the rectangle where pixels must be read
  94544. * @returns a Uint8Array containing RGBA colors
  94545. */
  94546. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  94547. /**
  94548. * Add an externaly attached data from its key.
  94549. * This method call will fail and return false, if such key already exists.
  94550. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  94551. * @param key the unique key that identifies the data
  94552. * @param data the data object to associate to the key for this Engine instance
  94553. * @return true if no such key were already present and the data was added successfully, false otherwise
  94554. */
  94555. addExternalData<T>(key: string, data: T): boolean;
  94556. /**
  94557. * Get an externaly attached data from its key
  94558. * @param key the unique key that identifies the data
  94559. * @return the associated data, if present (can be null), or undefined if not present
  94560. */
  94561. getExternalData<T>(key: string): T;
  94562. /**
  94563. * Get an externaly attached data from its key, create it using a factory if it's not already present
  94564. * @param key the unique key that identifies the data
  94565. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  94566. * @return the associated data, can be null if the factory returned null.
  94567. */
  94568. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  94569. /**
  94570. * Remove an externaly attached data from the Engine instance
  94571. * @param key the unique key that identifies the data
  94572. * @return true if the data was successfully removed, false if it doesn't exist
  94573. */
  94574. removeExternalData(key: string): boolean;
  94575. /**
  94576. * Unbind all vertex attributes from the webGL context
  94577. */
  94578. unbindAllAttributes(): void;
  94579. /**
  94580. * 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
  94581. */
  94582. releaseEffects(): void;
  94583. /**
  94584. * Dispose and release all associated resources
  94585. */
  94586. dispose(): void;
  94587. /**
  94588. * Display the loading screen
  94589. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94590. */
  94591. displayLoadingUI(): void;
  94592. /**
  94593. * Hide the loading screen
  94594. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94595. */
  94596. hideLoadingUI(): void;
  94597. /**
  94598. * Gets the current loading screen object
  94599. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94600. */
  94601. /**
  94602. * Sets the current loading screen object
  94603. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94604. */
  94605. loadingScreen: ILoadingScreen;
  94606. /**
  94607. * Sets the current loading screen text
  94608. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94609. */
  94610. loadingUIText: string;
  94611. /**
  94612. * Sets the current loading screen background color
  94613. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94614. */
  94615. loadingUIBackgroundColor: string;
  94616. /**
  94617. * Attach a new callback raised when context lost event is fired
  94618. * @param callback defines the callback to call
  94619. */
  94620. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  94621. /**
  94622. * Attach a new callback raised when context restored event is fired
  94623. * @param callback defines the callback to call
  94624. */
  94625. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  94626. /**
  94627. * Gets the source code of the vertex shader associated with a specific webGL program
  94628. * @param program defines the program to use
  94629. * @returns a string containing the source code of the vertex shader associated with the program
  94630. */
  94631. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  94632. /**
  94633. * Gets the source code of the fragment shader associated with a specific webGL program
  94634. * @param program defines the program to use
  94635. * @returns a string containing the source code of the fragment shader associated with the program
  94636. */
  94637. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  94638. /**
  94639. * Get the current error code of the webGL context
  94640. * @returns the error code
  94641. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  94642. */
  94643. getError(): number;
  94644. /**
  94645. * Gets the current framerate
  94646. * @returns a number representing the framerate
  94647. */
  94648. getFps(): number;
  94649. /**
  94650. * Gets the time spent between current and previous frame
  94651. * @returns a number representing the delta time in ms
  94652. */
  94653. getDeltaTime(): number;
  94654. private _measureFps;
  94655. /** @hidden */
  94656. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  94657. private _canRenderToFloatFramebuffer;
  94658. private _canRenderToHalfFloatFramebuffer;
  94659. private _canRenderToFramebuffer;
  94660. /** @hidden */
  94661. _getWebGLTextureType(type: number): number;
  94662. /** @hidden */
  94663. _getInternalFormat(format: number): number;
  94664. /** @hidden */
  94665. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  94666. /** @hidden */
  94667. _getRGBAMultiSampleBufferFormat(type: number): number;
  94668. /** @hidden */
  94669. _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;
  94670. /** @hidden */
  94671. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  94672. /**
  94673. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  94674. * @returns true if the engine can be created
  94675. * @ignorenaming
  94676. */
  94677. static isSupported(): boolean;
  94678. /**
  94679. * Find the next highest power of two.
  94680. * @param x Number to start search from.
  94681. * @return Next highest power of two.
  94682. */
  94683. static CeilingPOT(x: number): number;
  94684. /**
  94685. * Find the next lowest power of two.
  94686. * @param x Number to start search from.
  94687. * @return Next lowest power of two.
  94688. */
  94689. static FloorPOT(x: number): number;
  94690. /**
  94691. * Find the nearest power of two.
  94692. * @param x Number to start search from.
  94693. * @return Next nearest power of two.
  94694. */
  94695. static NearestPOT(x: number): number;
  94696. /**
  94697. * Get the closest exponent of two
  94698. * @param value defines the value to approximate
  94699. * @param max defines the maximum value to return
  94700. * @param mode defines how to define the closest value
  94701. * @returns closest exponent of two of the given value
  94702. */
  94703. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  94704. /**
  94705. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  94706. * @param func - the function to be called
  94707. * @param requester - the object that will request the next frame. Falls back to window.
  94708. * @returns frame number
  94709. */
  94710. static QueueNewFrame(func: () => void, requester?: any): number;
  94711. /**
  94712. * Ask the browser to promote the current element to pointerlock mode
  94713. * @param element defines the DOM element to promote
  94714. */
  94715. static _RequestPointerlock(element: HTMLElement): void;
  94716. /**
  94717. * Asks the browser to exit pointerlock mode
  94718. */
  94719. static _ExitPointerlock(): void;
  94720. /**
  94721. * Ask the browser to promote the current element to fullscreen rendering mode
  94722. * @param element defines the DOM element to promote
  94723. */
  94724. static _RequestFullscreen(element: HTMLElement): void;
  94725. /**
  94726. * Asks the browser to exit fullscreen mode
  94727. */
  94728. static _ExitFullscreen(): void;
  94729. }
  94730. }
  94731. declare module BABYLON {
  94732. /**
  94733. * The engine store class is responsible to hold all the instances of Engine and Scene created
  94734. * during the life time of the application.
  94735. */
  94736. export class EngineStore {
  94737. /** Gets the list of created engines */
  94738. static Instances: Engine[];
  94739. /** @hidden */
  94740. static _LastCreatedScene: Nullable<Scene>;
  94741. /**
  94742. * Gets the latest created engine
  94743. */
  94744. static readonly LastCreatedEngine: Nullable<Engine>;
  94745. /**
  94746. * Gets the latest created scene
  94747. */
  94748. static readonly LastCreatedScene: Nullable<Scene>;
  94749. /**
  94750. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  94751. * @ignorenaming
  94752. */
  94753. static UseFallbackTexture: boolean;
  94754. /**
  94755. * Texture content used if a texture cannot loaded
  94756. * @ignorenaming
  94757. */
  94758. static FallbackTexture: string;
  94759. }
  94760. }
  94761. declare module BABYLON {
  94762. /**
  94763. * Helper class that provides a small promise polyfill
  94764. */
  94765. export class PromisePolyfill {
  94766. /**
  94767. * Static function used to check if the polyfill is required
  94768. * If this is the case then the function will inject the polyfill to window.Promise
  94769. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  94770. */
  94771. static Apply(force?: boolean): void;
  94772. }
  94773. }
  94774. declare module BABYLON {
  94775. interface IColor4Like {
  94776. r: float;
  94777. g: float;
  94778. b: float;
  94779. a: float;
  94780. }
  94781. /**
  94782. * Class containing a set of static utilities functions
  94783. */
  94784. export class Tools {
  94785. /**
  94786. * Gets or sets the base URL to use to load assets
  94787. */
  94788. static BaseUrl: string;
  94789. /**
  94790. * Enable/Disable Custom HTTP Request Headers globally.
  94791. * default = false
  94792. * @see CustomRequestHeaders
  94793. */
  94794. static UseCustomRequestHeaders: boolean;
  94795. /**
  94796. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  94797. * i.e. when loading files, where the server/service expects an Authorization header
  94798. */
  94799. static CustomRequestHeaders: {
  94800. [key: string]: string;
  94801. };
  94802. /**
  94803. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  94804. */
  94805. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  94806. /**
  94807. * Default behaviour for cors in the application.
  94808. * It can be a string if the expected behavior is identical in the entire app.
  94809. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  94810. */
  94811. static CorsBehavior: string | ((url: string | string[]) => string);
  94812. /**
  94813. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  94814. * @ignorenaming
  94815. */
  94816. static UseFallbackTexture: boolean;
  94817. /**
  94818. * Use this object to register external classes like custom textures or material
  94819. * to allow the laoders to instantiate them
  94820. */
  94821. static RegisteredExternalClasses: {
  94822. [key: string]: Object;
  94823. };
  94824. /**
  94825. * Texture content used if a texture cannot loaded
  94826. * @ignorenaming
  94827. */
  94828. static fallbackTexture: string;
  94829. /**
  94830. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  94831. * @param u defines the coordinate on X axis
  94832. * @param v defines the coordinate on Y axis
  94833. * @param width defines the width of the source data
  94834. * @param height defines the height of the source data
  94835. * @param pixels defines the source byte array
  94836. * @param color defines the output color
  94837. */
  94838. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  94839. /**
  94840. * Interpolates between a and b via alpha
  94841. * @param a The lower value (returned when alpha = 0)
  94842. * @param b The upper value (returned when alpha = 1)
  94843. * @param alpha The interpolation-factor
  94844. * @return The mixed value
  94845. */
  94846. static Mix(a: number, b: number, alpha: number): number;
  94847. /**
  94848. * Tries to instantiate a new object from a given class name
  94849. * @param className defines the class name to instantiate
  94850. * @returns the new object or null if the system was not able to do the instantiation
  94851. */
  94852. static Instantiate(className: string): any;
  94853. /**
  94854. * Provides a slice function that will work even on IE
  94855. * @param data defines the array to slice
  94856. * @param start defines the start of the data (optional)
  94857. * @param end defines the end of the data (optional)
  94858. * @returns the new sliced array
  94859. */
  94860. static Slice<T>(data: T, start?: number, end?: number): T;
  94861. /**
  94862. * Polyfill for setImmediate
  94863. * @param action defines the action to execute after the current execution block
  94864. */
  94865. static SetImmediate(action: () => void): void;
  94866. /**
  94867. * Function indicating if a number is an exponent of 2
  94868. * @param value defines the value to test
  94869. * @returns true if the value is an exponent of 2
  94870. */
  94871. static IsExponentOfTwo(value: number): boolean;
  94872. private static _tmpFloatArray;
  94873. /**
  94874. * Returns the nearest 32-bit single precision float representation of a Number
  94875. * @param value A Number. If the parameter is of a different type, it will get converted
  94876. * to a number or to NaN if it cannot be converted
  94877. * @returns number
  94878. */
  94879. static FloatRound(value: number): number;
  94880. /**
  94881. * Extracts the filename from a path
  94882. * @param path defines the path to use
  94883. * @returns the filename
  94884. */
  94885. static GetFilename(path: string): string;
  94886. /**
  94887. * Extracts the "folder" part of a path (everything before the filename).
  94888. * @param uri The URI to extract the info from
  94889. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  94890. * @returns The "folder" part of the path
  94891. */
  94892. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  94893. /**
  94894. * Extracts text content from a DOM element hierarchy
  94895. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  94896. */
  94897. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  94898. /**
  94899. * Convert an angle in radians to degrees
  94900. * @param angle defines the angle to convert
  94901. * @returns the angle in degrees
  94902. */
  94903. static ToDegrees(angle: number): number;
  94904. /**
  94905. * Convert an angle in degrees to radians
  94906. * @param angle defines the angle to convert
  94907. * @returns the angle in radians
  94908. */
  94909. static ToRadians(angle: number): number;
  94910. /**
  94911. * Encode a buffer to a base64 string
  94912. * @param buffer defines the buffer to encode
  94913. * @returns the encoded string
  94914. */
  94915. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  94916. /**
  94917. * Returns an array if obj is not an array
  94918. * @param obj defines the object to evaluate as an array
  94919. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  94920. * @returns either obj directly if obj is an array or a new array containing obj
  94921. */
  94922. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  94923. /**
  94924. * Gets the pointer prefix to use
  94925. * @returns "pointer" if touch is enabled. Else returns "mouse"
  94926. */
  94927. static GetPointerPrefix(): string;
  94928. /**
  94929. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  94930. * @param url define the url we are trying
  94931. * @param element define the dom element where to configure the cors policy
  94932. */
  94933. static SetCorsBehavior(url: string | string[], element: {
  94934. crossOrigin: string | null;
  94935. }): void;
  94936. /**
  94937. * Removes unwanted characters from an url
  94938. * @param url defines the url to clean
  94939. * @returns the cleaned url
  94940. */
  94941. static CleanUrl(url: string): string;
  94942. /**
  94943. * Gets or sets a function used to pre-process url before using them to load assets
  94944. */
  94945. static PreprocessUrl: (url: string) => string;
  94946. /**
  94947. * Loads an image as an HTMLImageElement.
  94948. * @param input url string, ArrayBuffer, or Blob to load
  94949. * @param onLoad callback called when the image successfully loads
  94950. * @param onError callback called when the image fails to load
  94951. * @param offlineProvider offline provider for caching
  94952. * @returns the HTMLImageElement of the loaded image
  94953. */
  94954. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  94955. /**
  94956. * Loads a file
  94957. * @param url url string, ArrayBuffer, or Blob to load
  94958. * @param onSuccess callback called when the file successfully loads
  94959. * @param onProgress callback called while file is loading (if the server supports this mode)
  94960. * @param offlineProvider defines the offline provider for caching
  94961. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  94962. * @param onError callback called when the file fails to load
  94963. * @returns a file request object
  94964. */
  94965. 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;
  94966. /**
  94967. * Loads a file from a url
  94968. * @param url the file url to load
  94969. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  94970. */
  94971. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  94972. /**
  94973. * Load a script (identified by an url). When the url returns, the
  94974. * content of this file is added into a new script element, attached to the DOM (body element)
  94975. * @param scriptUrl defines the url of the script to laod
  94976. * @param onSuccess defines the callback called when the script is loaded
  94977. * @param onError defines the callback to call if an error occurs
  94978. * @param scriptId defines the id of the script element
  94979. */
  94980. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  94981. /**
  94982. * Load an asynchronous script (identified by an url). When the url returns, the
  94983. * content of this file is added into a new script element, attached to the DOM (body element)
  94984. * @param scriptUrl defines the url of the script to laod
  94985. * @param scriptId defines the id of the script element
  94986. * @returns a promise request object
  94987. */
  94988. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  94989. /**
  94990. * Loads a file from a blob
  94991. * @param fileToLoad defines the blob to use
  94992. * @param callback defines the callback to call when data is loaded
  94993. * @param progressCallback defines the callback to call during loading process
  94994. * @returns a file request object
  94995. */
  94996. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  94997. /**
  94998. * Loads a file
  94999. * @param fileToLoad defines the file to load
  95000. * @param callback defines the callback to call when data is loaded
  95001. * @param progressCallBack defines the callback to call during loading process
  95002. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95003. * @returns a file request object
  95004. */
  95005. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95006. /**
  95007. * Creates a data url from a given string content
  95008. * @param content defines the content to convert
  95009. * @returns the new data url link
  95010. */
  95011. static FileAsURL(content: string): string;
  95012. /**
  95013. * Format the given number to a specific decimal format
  95014. * @param value defines the number to format
  95015. * @param decimals defines the number of decimals to use
  95016. * @returns the formatted string
  95017. */
  95018. static Format(value: number, decimals?: number): string;
  95019. /**
  95020. * Tries to copy an object by duplicating every property
  95021. * @param source defines the source object
  95022. * @param destination defines the target object
  95023. * @param doNotCopyList defines a list of properties to avoid
  95024. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95025. */
  95026. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95027. /**
  95028. * Gets a boolean indicating if the given object has no own property
  95029. * @param obj defines the object to test
  95030. * @returns true if object has no own property
  95031. */
  95032. static IsEmpty(obj: any): boolean;
  95033. /**
  95034. * Function used to register events at window level
  95035. * @param events defines the events to register
  95036. */
  95037. static RegisterTopRootEvents(events: {
  95038. name: string;
  95039. handler: Nullable<(e: FocusEvent) => any>;
  95040. }[]): void;
  95041. /**
  95042. * Function used to unregister events from window level
  95043. * @param events defines the events to unregister
  95044. */
  95045. static UnregisterTopRootEvents(events: {
  95046. name: string;
  95047. handler: Nullable<(e: FocusEvent) => any>;
  95048. }[]): void;
  95049. /**
  95050. * @ignore
  95051. */
  95052. static _ScreenshotCanvas: HTMLCanvasElement;
  95053. /**
  95054. * Dumps the current bound framebuffer
  95055. * @param width defines the rendering width
  95056. * @param height defines the rendering height
  95057. * @param engine defines the hosting engine
  95058. * @param successCallback defines the callback triggered once the data are available
  95059. * @param mimeType defines the mime type of the result
  95060. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95061. */
  95062. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95063. /**
  95064. * Converts the canvas data to blob.
  95065. * This acts as a polyfill for browsers not supporting the to blob function.
  95066. * @param canvas Defines the canvas to extract the data from
  95067. * @param successCallback Defines the callback triggered once the data are available
  95068. * @param mimeType Defines the mime type of the result
  95069. */
  95070. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95071. /**
  95072. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95073. * @param successCallback defines the callback triggered once the data are available
  95074. * @param mimeType defines the mime type of the result
  95075. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95076. */
  95077. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95078. /**
  95079. * Downloads a blob in the browser
  95080. * @param blob defines the blob to download
  95081. * @param fileName defines the name of the downloaded file
  95082. */
  95083. static Download(blob: Blob, fileName: string): void;
  95084. /**
  95085. * Captures a screenshot of the current rendering
  95086. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95087. * @param engine defines the rendering engine
  95088. * @param camera defines the source camera
  95089. * @param size This parameter can be set to a single number or to an object with the
  95090. * following (optional) properties: precision, width, height. If a single number is passed,
  95091. * it will be used for both width and height. If an object is passed, the screenshot size
  95092. * will be derived from the parameters. The precision property is a multiplier allowing
  95093. * rendering at a higher or lower resolution
  95094. * @param successCallback defines the callback receives a single parameter which contains the
  95095. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95096. * src parameter of an <img> to display it
  95097. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95098. * Check your browser for supported MIME types
  95099. */
  95100. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  95101. /**
  95102. * Generates an image screenshot from the specified camera.
  95103. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95104. * @param engine The engine to use for rendering
  95105. * @param camera The camera to use for rendering
  95106. * @param size This parameter can be set to a single number or to an object with the
  95107. * following (optional) properties: precision, width, height. If a single number is passed,
  95108. * it will be used for both width and height. If an object is passed, the screenshot size
  95109. * will be derived from the parameters. The precision property is a multiplier allowing
  95110. * rendering at a higher or lower resolution
  95111. * @param successCallback The callback receives a single parameter which contains the
  95112. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95113. * src parameter of an <img> to display it
  95114. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95115. * Check your browser for supported MIME types
  95116. * @param samples Texture samples (default: 1)
  95117. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95118. * @param fileName A name for for the downloaded file.
  95119. */
  95120. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95121. /**
  95122. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95123. * Be aware Math.random() could cause collisions, but:
  95124. * "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"
  95125. * @returns a pseudo random id
  95126. */
  95127. static RandomId(): string;
  95128. /**
  95129. * Test if the given uri is a base64 string
  95130. * @param uri The uri to test
  95131. * @return True if the uri is a base64 string or false otherwise
  95132. */
  95133. static IsBase64(uri: string): boolean;
  95134. /**
  95135. * Decode the given base64 uri.
  95136. * @param uri The uri to decode
  95137. * @return The decoded base64 data.
  95138. */
  95139. static DecodeBase64(uri: string): ArrayBuffer;
  95140. /**
  95141. * Gets the absolute url.
  95142. * @param url the input url
  95143. * @return the absolute url
  95144. */
  95145. static GetAbsoluteUrl(url: string): string;
  95146. /**
  95147. * No log
  95148. */
  95149. static readonly NoneLogLevel: number;
  95150. /**
  95151. * Only message logs
  95152. */
  95153. static readonly MessageLogLevel: number;
  95154. /**
  95155. * Only warning logs
  95156. */
  95157. static readonly WarningLogLevel: number;
  95158. /**
  95159. * Only error logs
  95160. */
  95161. static readonly ErrorLogLevel: number;
  95162. /**
  95163. * All logs
  95164. */
  95165. static readonly AllLogLevel: number;
  95166. /**
  95167. * Gets a value indicating the number of loading errors
  95168. * @ignorenaming
  95169. */
  95170. static readonly errorsCount: number;
  95171. /**
  95172. * Callback called when a new log is added
  95173. */
  95174. static OnNewCacheEntry: (entry: string) => void;
  95175. /**
  95176. * Log a message to the console
  95177. * @param message defines the message to log
  95178. */
  95179. static Log(message: string): void;
  95180. /**
  95181. * Write a warning message to the console
  95182. * @param message defines the message to log
  95183. */
  95184. static Warn(message: string): void;
  95185. /**
  95186. * Write an error message to the console
  95187. * @param message defines the message to log
  95188. */
  95189. static Error(message: string): void;
  95190. /**
  95191. * Gets current log cache (list of logs)
  95192. */
  95193. static readonly LogCache: string;
  95194. /**
  95195. * Clears the log cache
  95196. */
  95197. static ClearLogCache(): void;
  95198. /**
  95199. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  95200. */
  95201. static LogLevels: number;
  95202. /**
  95203. * Checks if the window object exists
  95204. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  95205. */
  95206. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  95207. /**
  95208. * No performance log
  95209. */
  95210. static readonly PerformanceNoneLogLevel: number;
  95211. /**
  95212. * Use user marks to log performance
  95213. */
  95214. static readonly PerformanceUserMarkLogLevel: number;
  95215. /**
  95216. * Log performance to the console
  95217. */
  95218. static readonly PerformanceConsoleLogLevel: number;
  95219. private static _performance;
  95220. /**
  95221. * Sets the current performance log level
  95222. */
  95223. static PerformanceLogLevel: number;
  95224. private static _StartPerformanceCounterDisabled;
  95225. private static _EndPerformanceCounterDisabled;
  95226. private static _StartUserMark;
  95227. private static _EndUserMark;
  95228. private static _StartPerformanceConsole;
  95229. private static _EndPerformanceConsole;
  95230. /**
  95231. * Starts a performance counter
  95232. */
  95233. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95234. /**
  95235. * Ends a specific performance coutner
  95236. */
  95237. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95238. /**
  95239. * Gets either window.performance.now() if supported or Date.now() else
  95240. */
  95241. static readonly Now: number;
  95242. /**
  95243. * This method will return the name of the class used to create the instance of the given object.
  95244. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  95245. * @param object the object to get the class name from
  95246. * @param isType defines if the object is actually a type
  95247. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  95248. */
  95249. static GetClassName(object: any, isType?: boolean): string;
  95250. /**
  95251. * Gets the first element of an array satisfying a given predicate
  95252. * @param array defines the array to browse
  95253. * @param predicate defines the predicate to use
  95254. * @returns null if not found or the element
  95255. */
  95256. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  95257. /**
  95258. * This method will return the name of the full name of the class, including its owning module (if any).
  95259. * 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).
  95260. * @param object the object to get the class name from
  95261. * @param isType defines if the object is actually a type
  95262. * @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.
  95263. * @ignorenaming
  95264. */
  95265. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  95266. /**
  95267. * Returns a promise that resolves after the given amount of time.
  95268. * @param delay Number of milliseconds to delay
  95269. * @returns Promise that resolves after the given amount of time
  95270. */
  95271. static DelayAsync(delay: number): Promise<void>;
  95272. }
  95273. /**
  95274. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  95275. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  95276. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  95277. * @param name The name of the class, case should be preserved
  95278. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  95279. */
  95280. export function className(name: string, module?: string): (target: Object) => void;
  95281. /**
  95282. * An implementation of a loop for asynchronous functions.
  95283. */
  95284. export class AsyncLoop {
  95285. /**
  95286. * Defines the number of iterations for the loop
  95287. */
  95288. iterations: number;
  95289. /**
  95290. * Defines the current index of the loop.
  95291. */
  95292. index: number;
  95293. private _done;
  95294. private _fn;
  95295. private _successCallback;
  95296. /**
  95297. * Constructor.
  95298. * @param iterations the number of iterations.
  95299. * @param func the function to run each iteration
  95300. * @param successCallback the callback that will be called upon succesful execution
  95301. * @param offset starting offset.
  95302. */
  95303. constructor(
  95304. /**
  95305. * Defines the number of iterations for the loop
  95306. */
  95307. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  95308. /**
  95309. * Execute the next iteration. Must be called after the last iteration was finished.
  95310. */
  95311. executeNext(): void;
  95312. /**
  95313. * Break the loop and run the success callback.
  95314. */
  95315. breakLoop(): void;
  95316. /**
  95317. * Create and run an async loop.
  95318. * @param iterations the number of iterations.
  95319. * @param fn the function to run each iteration
  95320. * @param successCallback the callback that will be called upon succesful execution
  95321. * @param offset starting offset.
  95322. * @returns the created async loop object
  95323. */
  95324. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  95325. /**
  95326. * A for-loop that will run a given number of iterations synchronous and the rest async.
  95327. * @param iterations total number of iterations
  95328. * @param syncedIterations number of synchronous iterations in each async iteration.
  95329. * @param fn the function to call each iteration.
  95330. * @param callback a success call back that will be called when iterating stops.
  95331. * @param breakFunction a break condition (optional)
  95332. * @param timeout timeout settings for the setTimeout function. default - 0.
  95333. * @returns the created async loop object
  95334. */
  95335. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  95336. }
  95337. }
  95338. declare module BABYLON {
  95339. /** @hidden */
  95340. export interface ICollisionCoordinator {
  95341. createCollider(): Collider;
  95342. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95343. init(scene: Scene): void;
  95344. }
  95345. /** @hidden */
  95346. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  95347. private _scene;
  95348. private _scaledPosition;
  95349. private _scaledVelocity;
  95350. private _finalPosition;
  95351. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95352. createCollider(): Collider;
  95353. init(scene: Scene): void;
  95354. private _collideWithWorld;
  95355. }
  95356. }
  95357. declare module BABYLON {
  95358. /**
  95359. * Class used to manage all inputs for the scene.
  95360. */
  95361. export class InputManager {
  95362. /** The distance in pixel that you have to move to prevent some events */
  95363. static DragMovementThreshold: number;
  95364. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  95365. static LongPressDelay: number;
  95366. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  95367. static DoubleClickDelay: number;
  95368. /** If you need to check double click without raising a single click at first click, enable this flag */
  95369. static ExclusiveDoubleClickMode: boolean;
  95370. private _wheelEventName;
  95371. private _onPointerMove;
  95372. private _onPointerDown;
  95373. private _onPointerUp;
  95374. private _initClickEvent;
  95375. private _initActionManager;
  95376. private _delayedSimpleClick;
  95377. private _delayedSimpleClickTimeout;
  95378. private _previousDelayedSimpleClickTimeout;
  95379. private _meshPickProceed;
  95380. private _previousButtonPressed;
  95381. private _currentPickResult;
  95382. private _previousPickResult;
  95383. private _totalPointersPressed;
  95384. private _doubleClickOccured;
  95385. private _pointerOverMesh;
  95386. private _pickedDownMesh;
  95387. private _pickedUpMesh;
  95388. private _pointerX;
  95389. private _pointerY;
  95390. private _unTranslatedPointerX;
  95391. private _unTranslatedPointerY;
  95392. private _startingPointerPosition;
  95393. private _previousStartingPointerPosition;
  95394. private _startingPointerTime;
  95395. private _previousStartingPointerTime;
  95396. private _pointerCaptures;
  95397. private _onKeyDown;
  95398. private _onKeyUp;
  95399. private _onCanvasFocusObserver;
  95400. private _onCanvasBlurObserver;
  95401. private _scene;
  95402. /**
  95403. * Creates a new InputManager
  95404. * @param scene defines the hosting scene
  95405. */
  95406. constructor(scene: Scene);
  95407. /**
  95408. * Gets the mesh that is currently under the pointer
  95409. */
  95410. readonly meshUnderPointer: Nullable<AbstractMesh>;
  95411. /**
  95412. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  95413. */
  95414. readonly unTranslatedPointer: Vector2;
  95415. /**
  95416. * Gets or sets the current on-screen X position of the pointer
  95417. */
  95418. pointerX: number;
  95419. /**
  95420. * Gets or sets the current on-screen Y position of the pointer
  95421. */
  95422. pointerY: number;
  95423. private _updatePointerPosition;
  95424. private _processPointerMove;
  95425. private _setRayOnPointerInfo;
  95426. private _checkPrePointerObservable;
  95427. /**
  95428. * Use this method to simulate a pointer move on a mesh
  95429. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95430. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95431. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95432. */
  95433. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95434. /**
  95435. * Use this method to simulate a pointer down on a mesh
  95436. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95437. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95438. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95439. */
  95440. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95441. private _processPointerDown;
  95442. /** @hidden */
  95443. _isPointerSwiping(): boolean;
  95444. /**
  95445. * Use this method to simulate a pointer up on a mesh
  95446. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95447. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95448. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95449. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  95450. */
  95451. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  95452. private _processPointerUp;
  95453. /**
  95454. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  95455. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  95456. * @returns true if the pointer was captured
  95457. */
  95458. isPointerCaptured(pointerId?: number): boolean;
  95459. /**
  95460. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  95461. * @param attachUp defines if you want to attach events to pointerup
  95462. * @param attachDown defines if you want to attach events to pointerdown
  95463. * @param attachMove defines if you want to attach events to pointermove
  95464. */
  95465. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  95466. /**
  95467. * Detaches all event handlers
  95468. */
  95469. detachControl(): void;
  95470. /**
  95471. * Force the value of meshUnderPointer
  95472. * @param mesh defines the mesh to use
  95473. */
  95474. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  95475. /**
  95476. * Gets the mesh under the pointer
  95477. * @returns a Mesh or null if no mesh is under the pointer
  95478. */
  95479. getPointerOverMesh(): Nullable<AbstractMesh>;
  95480. }
  95481. }
  95482. declare module BABYLON {
  95483. /**
  95484. * This class defines the direct association between an animation and a target
  95485. */
  95486. export class TargetedAnimation {
  95487. /**
  95488. * Animation to perform
  95489. */
  95490. animation: Animation;
  95491. /**
  95492. * Target to animate
  95493. */
  95494. target: any;
  95495. /**
  95496. * Serialize the object
  95497. * @returns the JSON object representing the current entity
  95498. */
  95499. serialize(): any;
  95500. }
  95501. /**
  95502. * Use this class to create coordinated animations on multiple targets
  95503. */
  95504. export class AnimationGroup implements IDisposable {
  95505. /** The name of the animation group */
  95506. name: string;
  95507. private _scene;
  95508. private _targetedAnimations;
  95509. private _animatables;
  95510. private _from;
  95511. private _to;
  95512. private _isStarted;
  95513. private _isPaused;
  95514. private _speedRatio;
  95515. private _loopAnimation;
  95516. /**
  95517. * Gets or sets the unique id of the node
  95518. */
  95519. uniqueId: number;
  95520. /**
  95521. * This observable will notify when one animation have ended
  95522. */
  95523. onAnimationEndObservable: Observable<TargetedAnimation>;
  95524. /**
  95525. * Observer raised when one animation loops
  95526. */
  95527. onAnimationLoopObservable: Observable<TargetedAnimation>;
  95528. /**
  95529. * This observable will notify when all animations have ended.
  95530. */
  95531. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  95532. /**
  95533. * This observable will notify when all animations have paused.
  95534. */
  95535. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  95536. /**
  95537. * This observable will notify when all animations are playing.
  95538. */
  95539. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  95540. /**
  95541. * Gets the first frame
  95542. */
  95543. readonly from: number;
  95544. /**
  95545. * Gets the last frame
  95546. */
  95547. readonly to: number;
  95548. /**
  95549. * Define if the animations are started
  95550. */
  95551. readonly isStarted: boolean;
  95552. /**
  95553. * Gets a value indicating that the current group is playing
  95554. */
  95555. readonly isPlaying: boolean;
  95556. /**
  95557. * Gets or sets the speed ratio to use for all animations
  95558. */
  95559. /**
  95560. * Gets or sets the speed ratio to use for all animations
  95561. */
  95562. speedRatio: number;
  95563. /**
  95564. * Gets or sets if all animations should loop or not
  95565. */
  95566. loopAnimation: boolean;
  95567. /**
  95568. * Gets the targeted animations for this animation group
  95569. */
  95570. readonly targetedAnimations: Array<TargetedAnimation>;
  95571. /**
  95572. * returning the list of animatables controlled by this animation group.
  95573. */
  95574. readonly animatables: Array<Animatable>;
  95575. /**
  95576. * Instantiates a new Animation Group.
  95577. * This helps managing several animations at once.
  95578. * @see http://doc.babylonjs.com/how_to/group
  95579. * @param name Defines the name of the group
  95580. * @param scene Defines the scene the group belongs to
  95581. */
  95582. constructor(
  95583. /** The name of the animation group */
  95584. name: string, scene?: Nullable<Scene>);
  95585. /**
  95586. * Add an animation (with its target) in the group
  95587. * @param animation defines the animation we want to add
  95588. * @param target defines the target of the animation
  95589. * @returns the TargetedAnimation object
  95590. */
  95591. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  95592. /**
  95593. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  95594. * It can add constant keys at begin or end
  95595. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  95596. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  95597. * @returns the animation group
  95598. */
  95599. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  95600. /**
  95601. * Start all animations on given targets
  95602. * @param loop defines if animations must loop
  95603. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  95604. * @param from defines the from key (optional)
  95605. * @param to defines the to key (optional)
  95606. * @returns the current animation group
  95607. */
  95608. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  95609. /**
  95610. * Pause all animations
  95611. * @returns the animation group
  95612. */
  95613. pause(): AnimationGroup;
  95614. /**
  95615. * Play all animations to initial state
  95616. * This function will start() the animations if they were not started or will restart() them if they were paused
  95617. * @param loop defines if animations must loop
  95618. * @returns the animation group
  95619. */
  95620. play(loop?: boolean): AnimationGroup;
  95621. /**
  95622. * Reset all animations to initial state
  95623. * @returns the animation group
  95624. */
  95625. reset(): AnimationGroup;
  95626. /**
  95627. * Restart animations from key 0
  95628. * @returns the animation group
  95629. */
  95630. restart(): AnimationGroup;
  95631. /**
  95632. * Stop all animations
  95633. * @returns the animation group
  95634. */
  95635. stop(): AnimationGroup;
  95636. /**
  95637. * Set animation weight for all animatables
  95638. * @param weight defines the weight to use
  95639. * @return the animationGroup
  95640. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  95641. */
  95642. setWeightForAllAnimatables(weight: number): AnimationGroup;
  95643. /**
  95644. * Synchronize and normalize all animatables with a source animatable
  95645. * @param root defines the root animatable to synchronize with
  95646. * @return the animationGroup
  95647. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  95648. */
  95649. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  95650. /**
  95651. * Goes to a specific frame in this animation group
  95652. * @param frame the frame number to go to
  95653. * @return the animationGroup
  95654. */
  95655. goToFrame(frame: number): AnimationGroup;
  95656. /**
  95657. * Dispose all associated resources
  95658. */
  95659. dispose(): void;
  95660. private _checkAnimationGroupEnded;
  95661. /**
  95662. * Clone the current animation group and returns a copy
  95663. * @param newName defines the name of the new group
  95664. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  95665. * @returns the new aniamtion group
  95666. */
  95667. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  95668. /**
  95669. * Serializes the animationGroup to an object
  95670. * @returns Serialized object
  95671. */
  95672. serialize(): any;
  95673. /**
  95674. * Returns a new AnimationGroup object parsed from the source provided.
  95675. * @param parsedAnimationGroup defines the source
  95676. * @param scene defines the scene that will receive the animationGroup
  95677. * @returns a new AnimationGroup
  95678. */
  95679. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  95680. /**
  95681. * Returns the string "AnimationGroup"
  95682. * @returns "AnimationGroup"
  95683. */
  95684. getClassName(): string;
  95685. /**
  95686. * Creates a detailled string about the object
  95687. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  95688. * @returns a string representing the object
  95689. */
  95690. toString(fullDetails?: boolean): string;
  95691. }
  95692. }
  95693. declare module BABYLON {
  95694. /**
  95695. * Define an interface for all classes that will hold resources
  95696. */
  95697. export interface IDisposable {
  95698. /**
  95699. * Releases all held resources
  95700. */
  95701. dispose(): void;
  95702. }
  95703. /** Interface defining initialization parameters for Scene class */
  95704. export interface SceneOptions {
  95705. /**
  95706. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  95707. * It will improve performance when the number of geometries becomes important.
  95708. */
  95709. useGeometryUniqueIdsMap?: boolean;
  95710. /**
  95711. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  95712. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  95713. */
  95714. useMaterialMeshMap?: boolean;
  95715. /**
  95716. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  95717. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  95718. */
  95719. useClonedMeshhMap?: boolean;
  95720. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  95721. virtual?: boolean;
  95722. }
  95723. /**
  95724. * Represents a scene to be rendered by the engine.
  95725. * @see http://doc.babylonjs.com/features/scene
  95726. */
  95727. export class Scene extends AbstractScene implements IAnimatable {
  95728. private static _uniqueIdCounter;
  95729. /** The fog is deactivated */
  95730. static readonly FOGMODE_NONE: number;
  95731. /** The fog density is following an exponential function */
  95732. static readonly FOGMODE_EXP: number;
  95733. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  95734. static readonly FOGMODE_EXP2: number;
  95735. /** The fog density is following a linear function. */
  95736. static readonly FOGMODE_LINEAR: number;
  95737. /**
  95738. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  95739. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95740. */
  95741. static MinDeltaTime: number;
  95742. /**
  95743. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  95744. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95745. */
  95746. static MaxDeltaTime: number;
  95747. /**
  95748. * Factory used to create the default material.
  95749. * @param name The name of the material to create
  95750. * @param scene The scene to create the material for
  95751. * @returns The default material
  95752. */
  95753. static DefaultMaterialFactory(scene: Scene): Material;
  95754. /**
  95755. * Factory used to create the a collision coordinator.
  95756. * @returns The collision coordinator
  95757. */
  95758. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  95759. /** @hidden */
  95760. _inputManager: InputManager;
  95761. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  95762. cameraToUseForPointers: Nullable<Camera>;
  95763. /** @hidden */
  95764. readonly _isScene: boolean;
  95765. /**
  95766. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  95767. */
  95768. autoClear: boolean;
  95769. /**
  95770. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  95771. */
  95772. autoClearDepthAndStencil: boolean;
  95773. /**
  95774. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  95775. */
  95776. clearColor: Color4;
  95777. /**
  95778. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  95779. */
  95780. ambientColor: Color3;
  95781. /**
  95782. * This is use to store the default BRDF lookup for PBR materials in your scene.
  95783. * It should only be one of the following (if not the default embedded one):
  95784. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  95785. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  95786. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  95787. * The material properties need to be setup according to the type of texture in use.
  95788. */
  95789. environmentBRDFTexture: BaseTexture;
  95790. /** @hidden */
  95791. protected _environmentTexture: Nullable<BaseTexture>;
  95792. /**
  95793. * Texture used in all pbr material as the reflection texture.
  95794. * As in the majority of the scene they are the same (exception for multi room and so on),
  95795. * this is easier to reference from here than from all the materials.
  95796. */
  95797. /**
  95798. * Texture used in all pbr material as the reflection texture.
  95799. * As in the majority of the scene they are the same (exception for multi room and so on),
  95800. * this is easier to set here than in all the materials.
  95801. */
  95802. environmentTexture: Nullable<BaseTexture>;
  95803. /** @hidden */
  95804. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  95805. /**
  95806. * Default image processing configuration used either in the rendering
  95807. * Forward main pass or through the imageProcessingPostProcess if present.
  95808. * As in the majority of the scene they are the same (exception for multi camera),
  95809. * this is easier to reference from here than from all the materials and post process.
  95810. *
  95811. * No setter as we it is a shared configuration, you can set the values instead.
  95812. */
  95813. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  95814. private _forceWireframe;
  95815. /**
  95816. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  95817. */
  95818. forceWireframe: boolean;
  95819. private _forcePointsCloud;
  95820. /**
  95821. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  95822. */
  95823. forcePointsCloud: boolean;
  95824. /**
  95825. * Gets or sets the active clipplane 1
  95826. */
  95827. clipPlane: Nullable<Plane>;
  95828. /**
  95829. * Gets or sets the active clipplane 2
  95830. */
  95831. clipPlane2: Nullable<Plane>;
  95832. /**
  95833. * Gets or sets the active clipplane 3
  95834. */
  95835. clipPlane3: Nullable<Plane>;
  95836. /**
  95837. * Gets or sets the active clipplane 4
  95838. */
  95839. clipPlane4: Nullable<Plane>;
  95840. /**
  95841. * Gets or sets a boolean indicating if animations are enabled
  95842. */
  95843. animationsEnabled: boolean;
  95844. private _animationPropertiesOverride;
  95845. /**
  95846. * Gets or sets the animation properties override
  95847. */
  95848. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95849. /**
  95850. * Gets or sets a boolean indicating if a constant deltatime has to be used
  95851. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  95852. */
  95853. useConstantAnimationDeltaTime: boolean;
  95854. /**
  95855. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  95856. * Please note that it requires to run a ray cast through the scene on every frame
  95857. */
  95858. constantlyUpdateMeshUnderPointer: boolean;
  95859. /**
  95860. * Defines the HTML cursor to use when hovering over interactive elements
  95861. */
  95862. hoverCursor: string;
  95863. /**
  95864. * Defines the HTML default cursor to use (empty by default)
  95865. */
  95866. defaultCursor: string;
  95867. /**
  95868. * This is used to call preventDefault() on pointer down
  95869. * in order to block unwanted artifacts like system double clicks
  95870. */
  95871. preventDefaultOnPointerDown: boolean;
  95872. /**
  95873. * This is used to call preventDefault() on pointer up
  95874. * in order to block unwanted artifacts like system double clicks
  95875. */
  95876. preventDefaultOnPointerUp: boolean;
  95877. /**
  95878. * Gets or sets user defined metadata
  95879. */
  95880. metadata: any;
  95881. /**
  95882. * For internal use only. Please do not use.
  95883. */
  95884. reservedDataStore: any;
  95885. /**
  95886. * Gets the name of the plugin used to load this scene (null by default)
  95887. */
  95888. loadingPluginName: string;
  95889. /**
  95890. * Use this array to add regular expressions used to disable offline support for specific urls
  95891. */
  95892. disableOfflineSupportExceptionRules: RegExp[];
  95893. /**
  95894. * An event triggered when the scene is disposed.
  95895. */
  95896. onDisposeObservable: Observable<Scene>;
  95897. private _onDisposeObserver;
  95898. /** Sets a function to be executed when this scene is disposed. */
  95899. onDispose: () => void;
  95900. /**
  95901. * An event triggered before rendering the scene (right after animations and physics)
  95902. */
  95903. onBeforeRenderObservable: Observable<Scene>;
  95904. private _onBeforeRenderObserver;
  95905. /** Sets a function to be executed before rendering this scene */
  95906. beforeRender: Nullable<() => void>;
  95907. /**
  95908. * An event triggered after rendering the scene
  95909. */
  95910. onAfterRenderObservable: Observable<Scene>;
  95911. /**
  95912. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  95913. */
  95914. onAfterRenderCameraObservable: Observable<Camera>;
  95915. private _onAfterRenderObserver;
  95916. /** Sets a function to be executed after rendering this scene */
  95917. afterRender: Nullable<() => void>;
  95918. /**
  95919. * An event triggered before animating the scene
  95920. */
  95921. onBeforeAnimationsObservable: Observable<Scene>;
  95922. /**
  95923. * An event triggered after animations processing
  95924. */
  95925. onAfterAnimationsObservable: Observable<Scene>;
  95926. /**
  95927. * An event triggered before draw calls are ready to be sent
  95928. */
  95929. onBeforeDrawPhaseObservable: Observable<Scene>;
  95930. /**
  95931. * An event triggered after draw calls have been sent
  95932. */
  95933. onAfterDrawPhaseObservable: Observable<Scene>;
  95934. /**
  95935. * An event triggered when the scene is ready
  95936. */
  95937. onReadyObservable: Observable<Scene>;
  95938. /**
  95939. * An event triggered before rendering a camera
  95940. */
  95941. onBeforeCameraRenderObservable: Observable<Camera>;
  95942. private _onBeforeCameraRenderObserver;
  95943. /** Sets a function to be executed before rendering a camera*/
  95944. beforeCameraRender: () => void;
  95945. /**
  95946. * An event triggered after rendering a camera
  95947. */
  95948. onAfterCameraRenderObservable: Observable<Camera>;
  95949. private _onAfterCameraRenderObserver;
  95950. /** Sets a function to be executed after rendering a camera*/
  95951. afterCameraRender: () => void;
  95952. /**
  95953. * An event triggered when active meshes evaluation is about to start
  95954. */
  95955. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  95956. /**
  95957. * An event triggered when active meshes evaluation is done
  95958. */
  95959. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  95960. /**
  95961. * An event triggered when particles rendering is about to start
  95962. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  95963. */
  95964. onBeforeParticlesRenderingObservable: Observable<Scene>;
  95965. /**
  95966. * An event triggered when particles rendering is done
  95967. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  95968. */
  95969. onAfterParticlesRenderingObservable: Observable<Scene>;
  95970. /**
  95971. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  95972. */
  95973. onDataLoadedObservable: Observable<Scene>;
  95974. /**
  95975. * An event triggered when a camera is created
  95976. */
  95977. onNewCameraAddedObservable: Observable<Camera>;
  95978. /**
  95979. * An event triggered when a camera is removed
  95980. */
  95981. onCameraRemovedObservable: Observable<Camera>;
  95982. /**
  95983. * An event triggered when a light is created
  95984. */
  95985. onNewLightAddedObservable: Observable<Light>;
  95986. /**
  95987. * An event triggered when a light is removed
  95988. */
  95989. onLightRemovedObservable: Observable<Light>;
  95990. /**
  95991. * An event triggered when a geometry is created
  95992. */
  95993. onNewGeometryAddedObservable: Observable<Geometry>;
  95994. /**
  95995. * An event triggered when a geometry is removed
  95996. */
  95997. onGeometryRemovedObservable: Observable<Geometry>;
  95998. /**
  95999. * An event triggered when a transform node is created
  96000. */
  96001. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96002. /**
  96003. * An event triggered when a transform node is removed
  96004. */
  96005. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96006. /**
  96007. * An event triggered when a mesh is created
  96008. */
  96009. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96010. /**
  96011. * An event triggered when a mesh is removed
  96012. */
  96013. onMeshRemovedObservable: Observable<AbstractMesh>;
  96014. /**
  96015. * An event triggered when a skeleton is created
  96016. */
  96017. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96018. /**
  96019. * An event triggered when a skeleton is removed
  96020. */
  96021. onSkeletonRemovedObservable: Observable<Skeleton>;
  96022. /**
  96023. * An event triggered when a material is created
  96024. */
  96025. onNewMaterialAddedObservable: Observable<Material>;
  96026. /**
  96027. * An event triggered when a material is removed
  96028. */
  96029. onMaterialRemovedObservable: Observable<Material>;
  96030. /**
  96031. * An event triggered when a texture is created
  96032. */
  96033. onNewTextureAddedObservable: Observable<BaseTexture>;
  96034. /**
  96035. * An event triggered when a texture is removed
  96036. */
  96037. onTextureRemovedObservable: Observable<BaseTexture>;
  96038. /**
  96039. * An event triggered when render targets are about to be rendered
  96040. * Can happen multiple times per frame.
  96041. */
  96042. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96043. /**
  96044. * An event triggered when render targets were rendered.
  96045. * Can happen multiple times per frame.
  96046. */
  96047. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96048. /**
  96049. * An event triggered before calculating deterministic simulation step
  96050. */
  96051. onBeforeStepObservable: Observable<Scene>;
  96052. /**
  96053. * An event triggered after calculating deterministic simulation step
  96054. */
  96055. onAfterStepObservable: Observable<Scene>;
  96056. /**
  96057. * An event triggered when the activeCamera property is updated
  96058. */
  96059. onActiveCameraChanged: Observable<Scene>;
  96060. /**
  96061. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96062. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96063. * 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)
  96064. */
  96065. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96066. /**
  96067. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96068. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96069. * 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)
  96070. */
  96071. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96072. /**
  96073. * This Observable will when a mesh has been imported into the scene.
  96074. */
  96075. onMeshImportedObservable: Observable<AbstractMesh>;
  96076. /**
  96077. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96078. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96079. */
  96080. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96081. /** @hidden */
  96082. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96083. /**
  96084. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96085. */
  96086. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96087. /**
  96088. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96089. */
  96090. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96091. /**
  96092. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96093. */
  96094. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96095. /** Callback called when a pointer move is detected */
  96096. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96097. /** Callback called when a pointer down is detected */
  96098. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96099. /** Callback called when a pointer up is detected */
  96100. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96101. /** Callback called when a pointer pick is detected */
  96102. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96103. /**
  96104. * 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).
  96105. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96106. */
  96107. onPrePointerObservable: Observable<PointerInfoPre>;
  96108. /**
  96109. * Observable event triggered each time an input event is received from the rendering canvas
  96110. */
  96111. onPointerObservable: Observable<PointerInfo>;
  96112. /**
  96113. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96114. */
  96115. readonly unTranslatedPointer: Vector2;
  96116. /**
  96117. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96118. */
  96119. static DragMovementThreshold: number;
  96120. /**
  96121. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96122. */
  96123. static LongPressDelay: number;
  96124. /**
  96125. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96126. */
  96127. static DoubleClickDelay: number;
  96128. /** If you need to check double click without raising a single click at first click, enable this flag */
  96129. static ExclusiveDoubleClickMode: boolean;
  96130. /** @hidden */
  96131. _mirroredCameraPosition: Nullable<Vector3>;
  96132. /**
  96133. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96134. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96135. */
  96136. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96137. /**
  96138. * Observable event triggered each time an keyboard event is received from the hosting window
  96139. */
  96140. onKeyboardObservable: Observable<KeyboardInfo>;
  96141. private _useRightHandedSystem;
  96142. /**
  96143. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96144. */
  96145. useRightHandedSystem: boolean;
  96146. private _timeAccumulator;
  96147. private _currentStepId;
  96148. private _currentInternalStep;
  96149. /**
  96150. * Sets the step Id used by deterministic lock step
  96151. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96152. * @param newStepId defines the step Id
  96153. */
  96154. setStepId(newStepId: number): void;
  96155. /**
  96156. * Gets the step Id used by deterministic lock step
  96157. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96158. * @returns the step Id
  96159. */
  96160. getStepId(): number;
  96161. /**
  96162. * Gets the internal step used by deterministic lock step
  96163. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96164. * @returns the internal step
  96165. */
  96166. getInternalStep(): number;
  96167. private _fogEnabled;
  96168. /**
  96169. * Gets or sets a boolean indicating if fog is enabled on this scene
  96170. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96171. * (Default is true)
  96172. */
  96173. fogEnabled: boolean;
  96174. private _fogMode;
  96175. /**
  96176. * Gets or sets the fog mode to use
  96177. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96178. * | mode | value |
  96179. * | --- | --- |
  96180. * | FOGMODE_NONE | 0 |
  96181. * | FOGMODE_EXP | 1 |
  96182. * | FOGMODE_EXP2 | 2 |
  96183. * | FOGMODE_LINEAR | 3 |
  96184. */
  96185. fogMode: number;
  96186. /**
  96187. * Gets or sets the fog color to use
  96188. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96189. * (Default is Color3(0.2, 0.2, 0.3))
  96190. */
  96191. fogColor: Color3;
  96192. /**
  96193. * Gets or sets the fog density to use
  96194. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96195. * (Default is 0.1)
  96196. */
  96197. fogDensity: number;
  96198. /**
  96199. * Gets or sets the fog start distance to use
  96200. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96201. * (Default is 0)
  96202. */
  96203. fogStart: number;
  96204. /**
  96205. * Gets or sets the fog end distance to use
  96206. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96207. * (Default is 1000)
  96208. */
  96209. fogEnd: number;
  96210. private _shadowsEnabled;
  96211. /**
  96212. * Gets or sets a boolean indicating if shadows are enabled on this scene
  96213. */
  96214. shadowsEnabled: boolean;
  96215. private _lightsEnabled;
  96216. /**
  96217. * Gets or sets a boolean indicating if lights are enabled on this scene
  96218. */
  96219. lightsEnabled: boolean;
  96220. /** All of the active cameras added to this scene. */
  96221. activeCameras: Camera[];
  96222. /** @hidden */
  96223. _activeCamera: Nullable<Camera>;
  96224. /** Gets or sets the current active camera */
  96225. activeCamera: Nullable<Camera>;
  96226. private _defaultMaterial;
  96227. /** The default material used on meshes when no material is affected */
  96228. /** The default material used on meshes when no material is affected */
  96229. defaultMaterial: Material;
  96230. private _texturesEnabled;
  96231. /**
  96232. * Gets or sets a boolean indicating if textures are enabled on this scene
  96233. */
  96234. texturesEnabled: boolean;
  96235. /**
  96236. * Gets or sets a boolean indicating if particles are enabled on this scene
  96237. */
  96238. particlesEnabled: boolean;
  96239. /**
  96240. * Gets or sets a boolean indicating if sprites are enabled on this scene
  96241. */
  96242. spritesEnabled: boolean;
  96243. private _skeletonsEnabled;
  96244. /**
  96245. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  96246. */
  96247. skeletonsEnabled: boolean;
  96248. /**
  96249. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  96250. */
  96251. lensFlaresEnabled: boolean;
  96252. /**
  96253. * Gets or sets a boolean indicating if collisions are enabled on this scene
  96254. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96255. */
  96256. collisionsEnabled: boolean;
  96257. private _collisionCoordinator;
  96258. /** @hidden */
  96259. readonly collisionCoordinator: ICollisionCoordinator;
  96260. /**
  96261. * Defines the gravity applied to this scene (used only for collisions)
  96262. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96263. */
  96264. gravity: Vector3;
  96265. /**
  96266. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  96267. */
  96268. postProcessesEnabled: boolean;
  96269. /**
  96270. * The list of postprocesses added to the scene
  96271. */
  96272. postProcesses: PostProcess[];
  96273. /**
  96274. * Gets the current postprocess manager
  96275. */
  96276. postProcessManager: PostProcessManager;
  96277. /**
  96278. * Gets or sets a boolean indicating if render targets are enabled on this scene
  96279. */
  96280. renderTargetsEnabled: boolean;
  96281. /**
  96282. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  96283. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  96284. */
  96285. dumpNextRenderTargets: boolean;
  96286. /**
  96287. * The list of user defined render targets added to the scene
  96288. */
  96289. customRenderTargets: RenderTargetTexture[];
  96290. /**
  96291. * Defines if texture loading must be delayed
  96292. * If true, textures will only be loaded when they need to be rendered
  96293. */
  96294. useDelayedTextureLoading: boolean;
  96295. /**
  96296. * Gets the list of meshes imported to the scene through SceneLoader
  96297. */
  96298. importedMeshesFiles: String[];
  96299. /**
  96300. * Gets or sets a boolean indicating if probes are enabled on this scene
  96301. */
  96302. probesEnabled: boolean;
  96303. /**
  96304. * Gets or sets the current offline provider to use to store scene data
  96305. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  96306. */
  96307. offlineProvider: IOfflineProvider;
  96308. /**
  96309. * Gets or sets the action manager associated with the scene
  96310. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  96311. */
  96312. actionManager: AbstractActionManager;
  96313. private _meshesForIntersections;
  96314. /**
  96315. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  96316. */
  96317. proceduralTexturesEnabled: boolean;
  96318. private _engine;
  96319. private _totalVertices;
  96320. /** @hidden */
  96321. _activeIndices: PerfCounter;
  96322. /** @hidden */
  96323. _activeParticles: PerfCounter;
  96324. /** @hidden */
  96325. _activeBones: PerfCounter;
  96326. private _animationRatio;
  96327. /** @hidden */
  96328. _animationTimeLast: number;
  96329. /** @hidden */
  96330. _animationTime: number;
  96331. /**
  96332. * Gets or sets a general scale for animation speed
  96333. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  96334. */
  96335. animationTimeScale: number;
  96336. /** @hidden */
  96337. _cachedMaterial: Nullable<Material>;
  96338. /** @hidden */
  96339. _cachedEffect: Nullable<Effect>;
  96340. /** @hidden */
  96341. _cachedVisibility: Nullable<number>;
  96342. private _renderId;
  96343. private _frameId;
  96344. private _executeWhenReadyTimeoutId;
  96345. private _intermediateRendering;
  96346. private _viewUpdateFlag;
  96347. private _projectionUpdateFlag;
  96348. /** @hidden */
  96349. _toBeDisposed: Nullable<IDisposable>[];
  96350. private _activeRequests;
  96351. /** @hidden */
  96352. _pendingData: any[];
  96353. private _isDisposed;
  96354. /**
  96355. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  96356. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  96357. */
  96358. dispatchAllSubMeshesOfActiveMeshes: boolean;
  96359. private _activeMeshes;
  96360. private _processedMaterials;
  96361. private _renderTargets;
  96362. /** @hidden */
  96363. _activeParticleSystems: SmartArray<IParticleSystem>;
  96364. private _activeSkeletons;
  96365. private _softwareSkinnedMeshes;
  96366. private _renderingManager;
  96367. /** @hidden */
  96368. _activeAnimatables: Animatable[];
  96369. private _transformMatrix;
  96370. private _sceneUbo;
  96371. /** @hidden */
  96372. _viewMatrix: Matrix;
  96373. private _projectionMatrix;
  96374. /** @hidden */
  96375. _forcedViewPosition: Nullable<Vector3>;
  96376. /** @hidden */
  96377. _frustumPlanes: Plane[];
  96378. /**
  96379. * Gets the list of frustum planes (built from the active camera)
  96380. */
  96381. readonly frustumPlanes: Plane[];
  96382. /**
  96383. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  96384. * This is useful if there are more lights that the maximum simulteanous authorized
  96385. */
  96386. requireLightSorting: boolean;
  96387. /** @hidden */
  96388. readonly useMaterialMeshMap: boolean;
  96389. /** @hidden */
  96390. readonly useClonedMeshhMap: boolean;
  96391. private _externalData;
  96392. private _uid;
  96393. /**
  96394. * @hidden
  96395. * Backing store of defined scene components.
  96396. */
  96397. _components: ISceneComponent[];
  96398. /**
  96399. * @hidden
  96400. * Backing store of defined scene components.
  96401. */
  96402. _serializableComponents: ISceneSerializableComponent[];
  96403. /**
  96404. * List of components to register on the next registration step.
  96405. */
  96406. private _transientComponents;
  96407. /**
  96408. * Registers the transient components if needed.
  96409. */
  96410. private _registerTransientComponents;
  96411. /**
  96412. * @hidden
  96413. * Add a component to the scene.
  96414. * Note that the ccomponent could be registered on th next frame if this is called after
  96415. * the register component stage.
  96416. * @param component Defines the component to add to the scene
  96417. */
  96418. _addComponent(component: ISceneComponent): void;
  96419. /**
  96420. * @hidden
  96421. * Gets a component from the scene.
  96422. * @param name defines the name of the component to retrieve
  96423. * @returns the component or null if not present
  96424. */
  96425. _getComponent(name: string): Nullable<ISceneComponent>;
  96426. /**
  96427. * @hidden
  96428. * Defines the actions happening before camera updates.
  96429. */
  96430. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  96431. /**
  96432. * @hidden
  96433. * Defines the actions happening before clear the canvas.
  96434. */
  96435. _beforeClearStage: Stage<SimpleStageAction>;
  96436. /**
  96437. * @hidden
  96438. * Defines the actions when collecting render targets for the frame.
  96439. */
  96440. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96441. /**
  96442. * @hidden
  96443. * Defines the actions happening for one camera in the frame.
  96444. */
  96445. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96446. /**
  96447. * @hidden
  96448. * Defines the actions happening during the per mesh ready checks.
  96449. */
  96450. _isReadyForMeshStage: Stage<MeshStageAction>;
  96451. /**
  96452. * @hidden
  96453. * Defines the actions happening before evaluate active mesh checks.
  96454. */
  96455. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  96456. /**
  96457. * @hidden
  96458. * Defines the actions happening during the evaluate sub mesh checks.
  96459. */
  96460. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  96461. /**
  96462. * @hidden
  96463. * Defines the actions happening during the active mesh stage.
  96464. */
  96465. _activeMeshStage: Stage<ActiveMeshStageAction>;
  96466. /**
  96467. * @hidden
  96468. * Defines the actions happening during the per camera render target step.
  96469. */
  96470. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  96471. /**
  96472. * @hidden
  96473. * Defines the actions happening just before the active camera is drawing.
  96474. */
  96475. _beforeCameraDrawStage: Stage<CameraStageAction>;
  96476. /**
  96477. * @hidden
  96478. * Defines the actions happening just before a render target is drawing.
  96479. */
  96480. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96481. /**
  96482. * @hidden
  96483. * Defines the actions happening just before a rendering group is drawing.
  96484. */
  96485. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96486. /**
  96487. * @hidden
  96488. * Defines the actions happening just before a mesh is drawing.
  96489. */
  96490. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96491. /**
  96492. * @hidden
  96493. * Defines the actions happening just after a mesh has been drawn.
  96494. */
  96495. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96496. /**
  96497. * @hidden
  96498. * Defines the actions happening just after a rendering group has been drawn.
  96499. */
  96500. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96501. /**
  96502. * @hidden
  96503. * Defines the actions happening just after the active camera has been drawn.
  96504. */
  96505. _afterCameraDrawStage: Stage<CameraStageAction>;
  96506. /**
  96507. * @hidden
  96508. * Defines the actions happening just after a render target has been drawn.
  96509. */
  96510. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96511. /**
  96512. * @hidden
  96513. * Defines the actions happening just after rendering all cameras and computing intersections.
  96514. */
  96515. _afterRenderStage: Stage<SimpleStageAction>;
  96516. /**
  96517. * @hidden
  96518. * Defines the actions happening when a pointer move event happens.
  96519. */
  96520. _pointerMoveStage: Stage<PointerMoveStageAction>;
  96521. /**
  96522. * @hidden
  96523. * Defines the actions happening when a pointer down event happens.
  96524. */
  96525. _pointerDownStage: Stage<PointerUpDownStageAction>;
  96526. /**
  96527. * @hidden
  96528. * Defines the actions happening when a pointer up event happens.
  96529. */
  96530. _pointerUpStage: Stage<PointerUpDownStageAction>;
  96531. /**
  96532. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  96533. */
  96534. private geometriesByUniqueId;
  96535. /**
  96536. * Creates a new Scene
  96537. * @param engine defines the engine to use to render this scene
  96538. * @param options defines the scene options
  96539. */
  96540. constructor(engine: Engine, options?: SceneOptions);
  96541. /**
  96542. * Gets a string idenfifying the name of the class
  96543. * @returns "Scene" string
  96544. */
  96545. getClassName(): string;
  96546. private _defaultMeshCandidates;
  96547. /**
  96548. * @hidden
  96549. */
  96550. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  96551. private _defaultSubMeshCandidates;
  96552. /**
  96553. * @hidden
  96554. */
  96555. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  96556. /**
  96557. * Sets the default candidate providers for the scene.
  96558. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  96559. * and getCollidingSubMeshCandidates to their default function
  96560. */
  96561. setDefaultCandidateProviders(): void;
  96562. /**
  96563. * Gets the mesh that is currently under the pointer
  96564. */
  96565. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96566. /**
  96567. * Gets or sets the current on-screen X position of the pointer
  96568. */
  96569. pointerX: number;
  96570. /**
  96571. * Gets or sets the current on-screen Y position of the pointer
  96572. */
  96573. pointerY: number;
  96574. /**
  96575. * Gets the cached material (ie. the latest rendered one)
  96576. * @returns the cached material
  96577. */
  96578. getCachedMaterial(): Nullable<Material>;
  96579. /**
  96580. * Gets the cached effect (ie. the latest rendered one)
  96581. * @returns the cached effect
  96582. */
  96583. getCachedEffect(): Nullable<Effect>;
  96584. /**
  96585. * Gets the cached visibility state (ie. the latest rendered one)
  96586. * @returns the cached visibility state
  96587. */
  96588. getCachedVisibility(): Nullable<number>;
  96589. /**
  96590. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  96591. * @param material defines the current material
  96592. * @param effect defines the current effect
  96593. * @param visibility defines the current visibility state
  96594. * @returns true if one parameter is not cached
  96595. */
  96596. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  96597. /**
  96598. * Gets the engine associated with the scene
  96599. * @returns an Engine
  96600. */
  96601. getEngine(): Engine;
  96602. /**
  96603. * Gets the total number of vertices rendered per frame
  96604. * @returns the total number of vertices rendered per frame
  96605. */
  96606. getTotalVertices(): number;
  96607. /**
  96608. * Gets the performance counter for total vertices
  96609. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  96610. */
  96611. readonly totalVerticesPerfCounter: PerfCounter;
  96612. /**
  96613. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  96614. * @returns the total number of active indices rendered per frame
  96615. */
  96616. getActiveIndices(): number;
  96617. /**
  96618. * Gets the performance counter for active indices
  96619. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  96620. */
  96621. readonly totalActiveIndicesPerfCounter: PerfCounter;
  96622. /**
  96623. * Gets the total number of active particles rendered per frame
  96624. * @returns the total number of active particles rendered per frame
  96625. */
  96626. getActiveParticles(): number;
  96627. /**
  96628. * Gets the performance counter for active particles
  96629. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  96630. */
  96631. readonly activeParticlesPerfCounter: PerfCounter;
  96632. /**
  96633. * Gets the total number of active bones rendered per frame
  96634. * @returns the total number of active bones rendered per frame
  96635. */
  96636. getActiveBones(): number;
  96637. /**
  96638. * Gets the performance counter for active bones
  96639. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  96640. */
  96641. readonly activeBonesPerfCounter: PerfCounter;
  96642. /**
  96643. * Gets the array of active meshes
  96644. * @returns an array of AbstractMesh
  96645. */
  96646. getActiveMeshes(): SmartArray<AbstractMesh>;
  96647. /**
  96648. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  96649. * @returns a number
  96650. */
  96651. getAnimationRatio(): number;
  96652. /**
  96653. * Gets an unique Id for the current render phase
  96654. * @returns a number
  96655. */
  96656. getRenderId(): number;
  96657. /**
  96658. * Gets an unique Id for the current frame
  96659. * @returns a number
  96660. */
  96661. getFrameId(): number;
  96662. /** Call this function if you want to manually increment the render Id*/
  96663. incrementRenderId(): void;
  96664. private _createUbo;
  96665. /**
  96666. * Use this method to simulate a pointer move on a mesh
  96667. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96668. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96669. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96670. * @returns the current scene
  96671. */
  96672. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  96673. /**
  96674. * Use this method to simulate a pointer down on a mesh
  96675. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96676. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96677. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96678. * @returns the current scene
  96679. */
  96680. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  96681. /**
  96682. * Use this method to simulate a pointer up on a mesh
  96683. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96684. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96685. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96686. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96687. * @returns the current scene
  96688. */
  96689. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  96690. /**
  96691. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96692. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96693. * @returns true if the pointer was captured
  96694. */
  96695. isPointerCaptured(pointerId?: number): boolean;
  96696. /**
  96697. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96698. * @param attachUp defines if you want to attach events to pointerup
  96699. * @param attachDown defines if you want to attach events to pointerdown
  96700. * @param attachMove defines if you want to attach events to pointermove
  96701. */
  96702. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96703. /** Detaches all event handlers*/
  96704. detachControl(): void;
  96705. /**
  96706. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  96707. * Delay loaded resources are not taking in account
  96708. * @return true if all required resources are ready
  96709. */
  96710. isReady(): boolean;
  96711. /** Resets all cached information relative to material (including effect and visibility) */
  96712. resetCachedMaterial(): void;
  96713. /**
  96714. * Registers a function to be called before every frame render
  96715. * @param func defines the function to register
  96716. */
  96717. registerBeforeRender(func: () => void): void;
  96718. /**
  96719. * Unregisters a function called before every frame render
  96720. * @param func defines the function to unregister
  96721. */
  96722. unregisterBeforeRender(func: () => void): void;
  96723. /**
  96724. * Registers a function to be called after every frame render
  96725. * @param func defines the function to register
  96726. */
  96727. registerAfterRender(func: () => void): void;
  96728. /**
  96729. * Unregisters a function called after every frame render
  96730. * @param func defines the function to unregister
  96731. */
  96732. unregisterAfterRender(func: () => void): void;
  96733. private _executeOnceBeforeRender;
  96734. /**
  96735. * The provided function will run before render once and will be disposed afterwards.
  96736. * A timeout delay can be provided so that the function will be executed in N ms.
  96737. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  96738. * @param func The function to be executed.
  96739. * @param timeout optional delay in ms
  96740. */
  96741. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  96742. /** @hidden */
  96743. _addPendingData(data: any): void;
  96744. /** @hidden */
  96745. _removePendingData(data: any): void;
  96746. /**
  96747. * Returns the number of items waiting to be loaded
  96748. * @returns the number of items waiting to be loaded
  96749. */
  96750. getWaitingItemsCount(): number;
  96751. /**
  96752. * Returns a boolean indicating if the scene is still loading data
  96753. */
  96754. readonly isLoading: boolean;
  96755. /**
  96756. * Registers a function to be executed when the scene is ready
  96757. * @param {Function} func - the function to be executed
  96758. */
  96759. executeWhenReady(func: () => void): void;
  96760. /**
  96761. * Returns a promise that resolves when the scene is ready
  96762. * @returns A promise that resolves when the scene is ready
  96763. */
  96764. whenReadyAsync(): Promise<void>;
  96765. /** @hidden */
  96766. _checkIsReady(): void;
  96767. /**
  96768. * Gets all animatable attached to the scene
  96769. */
  96770. readonly animatables: Animatable[];
  96771. /**
  96772. * Resets the last animation time frame.
  96773. * Useful to override when animations start running when loading a scene for the first time.
  96774. */
  96775. resetLastAnimationTimeFrame(): void;
  96776. /**
  96777. * Gets the current view matrix
  96778. * @returns a Matrix
  96779. */
  96780. getViewMatrix(): Matrix;
  96781. /**
  96782. * Gets the current projection matrix
  96783. * @returns a Matrix
  96784. */
  96785. getProjectionMatrix(): Matrix;
  96786. /**
  96787. * Gets the current transform matrix
  96788. * @returns a Matrix made of View * Projection
  96789. */
  96790. getTransformMatrix(): Matrix;
  96791. /**
  96792. * Sets the current transform matrix
  96793. * @param viewL defines the View matrix to use
  96794. * @param projectionL defines the Projection matrix to use
  96795. * @param viewR defines the right View matrix to use (if provided)
  96796. * @param projectionR defines the right Projection matrix to use (if provided)
  96797. */
  96798. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  96799. /**
  96800. * Gets the uniform buffer used to store scene data
  96801. * @returns a UniformBuffer
  96802. */
  96803. getSceneUniformBuffer(): UniformBuffer;
  96804. /**
  96805. * Gets an unique (relatively to the current scene) Id
  96806. * @returns an unique number for the scene
  96807. */
  96808. getUniqueId(): number;
  96809. /**
  96810. * Add a mesh to the list of scene's meshes
  96811. * @param newMesh defines the mesh to add
  96812. * @param recursive if all child meshes should also be added to the scene
  96813. */
  96814. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  96815. /**
  96816. * Remove a mesh for the list of scene's meshes
  96817. * @param toRemove defines the mesh to remove
  96818. * @param recursive if all child meshes should also be removed from the scene
  96819. * @returns the index where the mesh was in the mesh list
  96820. */
  96821. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  96822. /**
  96823. * Add a transform node to the list of scene's transform nodes
  96824. * @param newTransformNode defines the transform node to add
  96825. */
  96826. addTransformNode(newTransformNode: TransformNode): void;
  96827. /**
  96828. * Remove a transform node for the list of scene's transform nodes
  96829. * @param toRemove defines the transform node to remove
  96830. * @returns the index where the transform node was in the transform node list
  96831. */
  96832. removeTransformNode(toRemove: TransformNode): number;
  96833. /**
  96834. * Remove a skeleton for the list of scene's skeletons
  96835. * @param toRemove defines the skeleton to remove
  96836. * @returns the index where the skeleton was in the skeleton list
  96837. */
  96838. removeSkeleton(toRemove: Skeleton): number;
  96839. /**
  96840. * Remove a morph target for the list of scene's morph targets
  96841. * @param toRemove defines the morph target to remove
  96842. * @returns the index where the morph target was in the morph target list
  96843. */
  96844. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  96845. /**
  96846. * Remove a light for the list of scene's lights
  96847. * @param toRemove defines the light to remove
  96848. * @returns the index where the light was in the light list
  96849. */
  96850. removeLight(toRemove: Light): number;
  96851. /**
  96852. * Remove a camera for the list of scene's cameras
  96853. * @param toRemove defines the camera to remove
  96854. * @returns the index where the camera was in the camera list
  96855. */
  96856. removeCamera(toRemove: Camera): number;
  96857. /**
  96858. * Remove a particle system for the list of scene's particle systems
  96859. * @param toRemove defines the particle system to remove
  96860. * @returns the index where the particle system was in the particle system list
  96861. */
  96862. removeParticleSystem(toRemove: IParticleSystem): number;
  96863. /**
  96864. * Remove a animation for the list of scene's animations
  96865. * @param toRemove defines the animation to remove
  96866. * @returns the index where the animation was in the animation list
  96867. */
  96868. removeAnimation(toRemove: Animation): number;
  96869. /**
  96870. * Will stop the animation of the given target
  96871. * @param target - the target
  96872. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  96873. * @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)
  96874. */
  96875. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  96876. /**
  96877. * Removes the given animation group from this scene.
  96878. * @param toRemove The animation group to remove
  96879. * @returns The index of the removed animation group
  96880. */
  96881. removeAnimationGroup(toRemove: AnimationGroup): number;
  96882. /**
  96883. * Removes the given multi-material from this scene.
  96884. * @param toRemove The multi-material to remove
  96885. * @returns The index of the removed multi-material
  96886. */
  96887. removeMultiMaterial(toRemove: MultiMaterial): number;
  96888. /**
  96889. * Removes the given material from this scene.
  96890. * @param toRemove The material to remove
  96891. * @returns The index of the removed material
  96892. */
  96893. removeMaterial(toRemove: Material): number;
  96894. /**
  96895. * Removes the given action manager from this scene.
  96896. * @param toRemove The action manager to remove
  96897. * @returns The index of the removed action manager
  96898. */
  96899. removeActionManager(toRemove: AbstractActionManager): number;
  96900. /**
  96901. * Removes the given texture from this scene.
  96902. * @param toRemove The texture to remove
  96903. * @returns The index of the removed texture
  96904. */
  96905. removeTexture(toRemove: BaseTexture): number;
  96906. /**
  96907. * Adds the given light to this scene
  96908. * @param newLight The light to add
  96909. */
  96910. addLight(newLight: Light): void;
  96911. /**
  96912. * Sorts the list list based on light priorities
  96913. */
  96914. sortLightsByPriority(): void;
  96915. /**
  96916. * Adds the given camera to this scene
  96917. * @param newCamera The camera to add
  96918. */
  96919. addCamera(newCamera: Camera): void;
  96920. /**
  96921. * Adds the given skeleton to this scene
  96922. * @param newSkeleton The skeleton to add
  96923. */
  96924. addSkeleton(newSkeleton: Skeleton): void;
  96925. /**
  96926. * Adds the given particle system to this scene
  96927. * @param newParticleSystem The particle system to add
  96928. */
  96929. addParticleSystem(newParticleSystem: IParticleSystem): void;
  96930. /**
  96931. * Adds the given animation to this scene
  96932. * @param newAnimation The animation to add
  96933. */
  96934. addAnimation(newAnimation: Animation): void;
  96935. /**
  96936. * Adds the given animation group to this scene.
  96937. * @param newAnimationGroup The animation group to add
  96938. */
  96939. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  96940. /**
  96941. * Adds the given multi-material to this scene
  96942. * @param newMultiMaterial The multi-material to add
  96943. */
  96944. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  96945. /**
  96946. * Adds the given material to this scene
  96947. * @param newMaterial The material to add
  96948. */
  96949. addMaterial(newMaterial: Material): void;
  96950. /**
  96951. * Adds the given morph target to this scene
  96952. * @param newMorphTargetManager The morph target to add
  96953. */
  96954. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  96955. /**
  96956. * Adds the given geometry to this scene
  96957. * @param newGeometry The geometry to add
  96958. */
  96959. addGeometry(newGeometry: Geometry): void;
  96960. /**
  96961. * Adds the given action manager to this scene
  96962. * @param newActionManager The action manager to add
  96963. */
  96964. addActionManager(newActionManager: AbstractActionManager): void;
  96965. /**
  96966. * Adds the given texture to this scene.
  96967. * @param newTexture The texture to add
  96968. */
  96969. addTexture(newTexture: BaseTexture): void;
  96970. /**
  96971. * Switch active camera
  96972. * @param newCamera defines the new active camera
  96973. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  96974. */
  96975. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  96976. /**
  96977. * sets the active camera of the scene using its ID
  96978. * @param id defines the camera's ID
  96979. * @return the new active camera or null if none found.
  96980. */
  96981. setActiveCameraByID(id: string): Nullable<Camera>;
  96982. /**
  96983. * sets the active camera of the scene using its name
  96984. * @param name defines the camera's name
  96985. * @returns the new active camera or null if none found.
  96986. */
  96987. setActiveCameraByName(name: string): Nullable<Camera>;
  96988. /**
  96989. * get an animation group using its name
  96990. * @param name defines the material's name
  96991. * @return the animation group or null if none found.
  96992. */
  96993. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  96994. /**
  96995. * Get a material using its unique id
  96996. * @param uniqueId defines the material's unique id
  96997. * @return the material or null if none found.
  96998. */
  96999. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97000. /**
  97001. * get a material using its id
  97002. * @param id defines the material's ID
  97003. * @return the material or null if none found.
  97004. */
  97005. getMaterialByID(id: string): Nullable<Material>;
  97006. /**
  97007. * Gets a the last added material using a given id
  97008. * @param id defines the material's ID
  97009. * @return the last material with the given id or null if none found.
  97010. */
  97011. getLastMaterialByID(id: string): Nullable<Material>;
  97012. /**
  97013. * Gets a material using its name
  97014. * @param name defines the material's name
  97015. * @return the material or null if none found.
  97016. */
  97017. getMaterialByName(name: string): Nullable<Material>;
  97018. /**
  97019. * Gets a camera using its id
  97020. * @param id defines the id to look for
  97021. * @returns the camera or null if not found
  97022. */
  97023. getCameraByID(id: string): Nullable<Camera>;
  97024. /**
  97025. * Gets a camera using its unique id
  97026. * @param uniqueId defines the unique id to look for
  97027. * @returns the camera or null if not found
  97028. */
  97029. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97030. /**
  97031. * Gets a camera using its name
  97032. * @param name defines the camera's name
  97033. * @return the camera or null if none found.
  97034. */
  97035. getCameraByName(name: string): Nullable<Camera>;
  97036. /**
  97037. * Gets a bone using its id
  97038. * @param id defines the bone's id
  97039. * @return the bone or null if not found
  97040. */
  97041. getBoneByID(id: string): Nullable<Bone>;
  97042. /**
  97043. * Gets a bone using its id
  97044. * @param name defines the bone's name
  97045. * @return the bone or null if not found
  97046. */
  97047. getBoneByName(name: string): Nullable<Bone>;
  97048. /**
  97049. * Gets a light node using its name
  97050. * @param name defines the the light's name
  97051. * @return the light or null if none found.
  97052. */
  97053. getLightByName(name: string): Nullable<Light>;
  97054. /**
  97055. * Gets a light node using its id
  97056. * @param id defines the light's id
  97057. * @return the light or null if none found.
  97058. */
  97059. getLightByID(id: string): Nullable<Light>;
  97060. /**
  97061. * Gets a light node using its scene-generated unique ID
  97062. * @param uniqueId defines the light's unique id
  97063. * @return the light or null if none found.
  97064. */
  97065. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97066. /**
  97067. * Gets a particle system by id
  97068. * @param id defines the particle system id
  97069. * @return the corresponding system or null if none found
  97070. */
  97071. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97072. /**
  97073. * Gets a geometry using its ID
  97074. * @param id defines the geometry's id
  97075. * @return the geometry or null if none found.
  97076. */
  97077. getGeometryByID(id: string): Nullable<Geometry>;
  97078. private _getGeometryByUniqueID;
  97079. /**
  97080. * Add a new geometry to this scene
  97081. * @param geometry defines the geometry to be added to the scene.
  97082. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97083. * @return a boolean defining if the geometry was added or not
  97084. */
  97085. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97086. /**
  97087. * Removes an existing geometry
  97088. * @param geometry defines the geometry to be removed from the scene
  97089. * @return a boolean defining if the geometry was removed or not
  97090. */
  97091. removeGeometry(geometry: Geometry): boolean;
  97092. /**
  97093. * Gets the list of geometries attached to the scene
  97094. * @returns an array of Geometry
  97095. */
  97096. getGeometries(): Geometry[];
  97097. /**
  97098. * Gets the first added mesh found of a given ID
  97099. * @param id defines the id to search for
  97100. * @return the mesh found or null if not found at all
  97101. */
  97102. getMeshByID(id: string): Nullable<AbstractMesh>;
  97103. /**
  97104. * Gets a list of meshes using their id
  97105. * @param id defines the id to search for
  97106. * @returns a list of meshes
  97107. */
  97108. getMeshesByID(id: string): Array<AbstractMesh>;
  97109. /**
  97110. * Gets the first added transform node found of a given ID
  97111. * @param id defines the id to search for
  97112. * @return the found transform node or null if not found at all.
  97113. */
  97114. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97115. /**
  97116. * Gets a transform node with its auto-generated unique id
  97117. * @param uniqueId efines the unique id to search for
  97118. * @return the found transform node or null if not found at all.
  97119. */
  97120. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97121. /**
  97122. * Gets a list of transform nodes using their id
  97123. * @param id defines the id to search for
  97124. * @returns a list of transform nodes
  97125. */
  97126. getTransformNodesByID(id: string): Array<TransformNode>;
  97127. /**
  97128. * Gets a mesh with its auto-generated unique id
  97129. * @param uniqueId defines the unique id to search for
  97130. * @return the found mesh or null if not found at all.
  97131. */
  97132. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97133. /**
  97134. * Gets a the last added mesh using a given id
  97135. * @param id defines the id to search for
  97136. * @return the found mesh or null if not found at all.
  97137. */
  97138. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97139. /**
  97140. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97141. * @param id defines the id to search for
  97142. * @return the found node or null if not found at all
  97143. */
  97144. getLastEntryByID(id: string): Nullable<Node>;
  97145. /**
  97146. * Gets a node (Mesh, Camera, Light) using a given id
  97147. * @param id defines the id to search for
  97148. * @return the found node or null if not found at all
  97149. */
  97150. getNodeByID(id: string): Nullable<Node>;
  97151. /**
  97152. * Gets a node (Mesh, Camera, Light) using a given name
  97153. * @param name defines the name to search for
  97154. * @return the found node or null if not found at all.
  97155. */
  97156. getNodeByName(name: string): Nullable<Node>;
  97157. /**
  97158. * Gets a mesh using a given name
  97159. * @param name defines the name to search for
  97160. * @return the found mesh or null if not found at all.
  97161. */
  97162. getMeshByName(name: string): Nullable<AbstractMesh>;
  97163. /**
  97164. * Gets a transform node using a given name
  97165. * @param name defines the name to search for
  97166. * @return the found transform node or null if not found at all.
  97167. */
  97168. getTransformNodeByName(name: string): Nullable<TransformNode>;
  97169. /**
  97170. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  97171. * @param id defines the id to search for
  97172. * @return the found skeleton or null if not found at all.
  97173. */
  97174. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  97175. /**
  97176. * Gets a skeleton using a given auto generated unique id
  97177. * @param uniqueId defines the unique id to search for
  97178. * @return the found skeleton or null if not found at all.
  97179. */
  97180. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  97181. /**
  97182. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  97183. * @param id defines the id to search for
  97184. * @return the found skeleton or null if not found at all.
  97185. */
  97186. getSkeletonById(id: string): Nullable<Skeleton>;
  97187. /**
  97188. * Gets a skeleton using a given name
  97189. * @param name defines the name to search for
  97190. * @return the found skeleton or null if not found at all.
  97191. */
  97192. getSkeletonByName(name: string): Nullable<Skeleton>;
  97193. /**
  97194. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  97195. * @param id defines the id to search for
  97196. * @return the found morph target manager or null if not found at all.
  97197. */
  97198. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  97199. /**
  97200. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  97201. * @param id defines the id to search for
  97202. * @return the found morph target or null if not found at all.
  97203. */
  97204. getMorphTargetById(id: string): Nullable<MorphTarget>;
  97205. /**
  97206. * Gets a boolean indicating if the given mesh is active
  97207. * @param mesh defines the mesh to look for
  97208. * @returns true if the mesh is in the active list
  97209. */
  97210. isActiveMesh(mesh: AbstractMesh): boolean;
  97211. /**
  97212. * Return a unique id as a string which can serve as an identifier for the scene
  97213. */
  97214. readonly uid: string;
  97215. /**
  97216. * Add an externaly attached data from its key.
  97217. * This method call will fail and return false, if such key already exists.
  97218. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97219. * @param key the unique key that identifies the data
  97220. * @param data the data object to associate to the key for this Engine instance
  97221. * @return true if no such key were already present and the data was added successfully, false otherwise
  97222. */
  97223. addExternalData<T>(key: string, data: T): boolean;
  97224. /**
  97225. * Get an externaly attached data from its key
  97226. * @param key the unique key that identifies the data
  97227. * @return the associated data, if present (can be null), or undefined if not present
  97228. */
  97229. getExternalData<T>(key: string): Nullable<T>;
  97230. /**
  97231. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97232. * @param key the unique key that identifies the data
  97233. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97234. * @return the associated data, can be null if the factory returned null.
  97235. */
  97236. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97237. /**
  97238. * Remove an externaly attached data from the Engine instance
  97239. * @param key the unique key that identifies the data
  97240. * @return true if the data was successfully removed, false if it doesn't exist
  97241. */
  97242. removeExternalData(key: string): boolean;
  97243. private _evaluateSubMesh;
  97244. /**
  97245. * Clear the processed materials smart array preventing retention point in material dispose.
  97246. */
  97247. freeProcessedMaterials(): void;
  97248. private _preventFreeActiveMeshesAndRenderingGroups;
  97249. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  97250. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  97251. * when disposing several meshes in a row or a hierarchy of meshes.
  97252. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  97253. */
  97254. blockfreeActiveMeshesAndRenderingGroups: boolean;
  97255. /**
  97256. * Clear the active meshes smart array preventing retention point in mesh dispose.
  97257. */
  97258. freeActiveMeshes(): void;
  97259. /**
  97260. * Clear the info related to rendering groups preventing retention points during dispose.
  97261. */
  97262. freeRenderingGroups(): void;
  97263. /** @hidden */
  97264. _isInIntermediateRendering(): boolean;
  97265. /**
  97266. * Lambda returning the list of potentially active meshes.
  97267. */
  97268. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  97269. /**
  97270. * Lambda returning the list of potentially active sub meshes.
  97271. */
  97272. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  97273. /**
  97274. * Lambda returning the list of potentially intersecting sub meshes.
  97275. */
  97276. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  97277. /**
  97278. * Lambda returning the list of potentially colliding sub meshes.
  97279. */
  97280. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  97281. private _activeMeshesFrozen;
  97282. /**
  97283. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  97284. * @returns the current scene
  97285. */
  97286. freezeActiveMeshes(): Scene;
  97287. /**
  97288. * Use this function to restart evaluating active meshes on every frame
  97289. * @returns the current scene
  97290. */
  97291. unfreezeActiveMeshes(): Scene;
  97292. private _evaluateActiveMeshes;
  97293. private _activeMesh;
  97294. /**
  97295. * Update the transform matrix to update from the current active camera
  97296. * @param force defines a boolean used to force the update even if cache is up to date
  97297. */
  97298. updateTransformMatrix(force?: boolean): void;
  97299. private _bindFrameBuffer;
  97300. /** @hidden */
  97301. _allowPostProcessClearColor: boolean;
  97302. /** @hidden */
  97303. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  97304. private _processSubCameras;
  97305. private _checkIntersections;
  97306. /** @hidden */
  97307. _advancePhysicsEngineStep(step: number): void;
  97308. /**
  97309. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  97310. */
  97311. getDeterministicFrameTime: () => number;
  97312. /** @hidden */
  97313. _animate(): void;
  97314. /** Execute all animations (for a frame) */
  97315. animate(): void;
  97316. /**
  97317. * Render the scene
  97318. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  97319. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  97320. */
  97321. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  97322. /**
  97323. * Freeze all materials
  97324. * A frozen material will not be updatable but should be faster to render
  97325. */
  97326. freezeMaterials(): void;
  97327. /**
  97328. * Unfreeze all materials
  97329. * A frozen material will not be updatable but should be faster to render
  97330. */
  97331. unfreezeMaterials(): void;
  97332. /**
  97333. * Releases all held ressources
  97334. */
  97335. dispose(): void;
  97336. /**
  97337. * Gets if the scene is already disposed
  97338. */
  97339. readonly isDisposed: boolean;
  97340. /**
  97341. * Call this function to reduce memory footprint of the scene.
  97342. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  97343. */
  97344. clearCachedVertexData(): void;
  97345. /**
  97346. * This function will remove the local cached buffer data from texture.
  97347. * It will save memory but will prevent the texture from being rebuilt
  97348. */
  97349. cleanCachedTextureBuffer(): void;
  97350. /**
  97351. * Get the world extend vectors with an optional filter
  97352. *
  97353. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  97354. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  97355. */
  97356. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  97357. min: Vector3;
  97358. max: Vector3;
  97359. };
  97360. /**
  97361. * Creates a ray that can be used to pick in the scene
  97362. * @param x defines the x coordinate of the origin (on-screen)
  97363. * @param y defines the y coordinate of the origin (on-screen)
  97364. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97365. * @param camera defines the camera to use for the picking
  97366. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97367. * @returns a Ray
  97368. */
  97369. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  97370. /**
  97371. * Creates a ray that can be used to pick in the scene
  97372. * @param x defines the x coordinate of the origin (on-screen)
  97373. * @param y defines the y coordinate of the origin (on-screen)
  97374. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97375. * @param result defines the ray where to store the picking ray
  97376. * @param camera defines the camera to use for the picking
  97377. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97378. * @returns the current scene
  97379. */
  97380. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  97381. /**
  97382. * Creates a ray that can be used to pick in the scene
  97383. * @param x defines the x coordinate of the origin (on-screen)
  97384. * @param y defines the y coordinate of the origin (on-screen)
  97385. * @param camera defines the camera to use for the picking
  97386. * @returns a Ray
  97387. */
  97388. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  97389. /**
  97390. * Creates a ray that can be used to pick in the scene
  97391. * @param x defines the x coordinate of the origin (on-screen)
  97392. * @param y defines the y coordinate of the origin (on-screen)
  97393. * @param result defines the ray where to store the picking ray
  97394. * @param camera defines the camera to use for the picking
  97395. * @returns the current scene
  97396. */
  97397. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  97398. /** Launch a ray to try to pick a mesh in the scene
  97399. * @param x position on screen
  97400. * @param y position on screen
  97401. * @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
  97402. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  97403. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97404. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97405. * @returns a PickingInfo
  97406. */
  97407. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97408. /** Use the given ray to pick a mesh in the scene
  97409. * @param ray The ray to use to pick meshes
  97410. * @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
  97411. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  97412. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97413. * @returns a PickingInfo
  97414. */
  97415. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97416. /**
  97417. * Launch a ray to try to pick a mesh in the scene
  97418. * @param x X position on screen
  97419. * @param y Y position on screen
  97420. * @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
  97421. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97422. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97423. * @returns an array of PickingInfo
  97424. */
  97425. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97426. /**
  97427. * Launch a ray to try to pick a mesh in the scene
  97428. * @param ray Ray to use
  97429. * @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
  97430. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97431. * @returns an array of PickingInfo
  97432. */
  97433. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97434. /**
  97435. * Force the value of meshUnderPointer
  97436. * @param mesh defines the mesh to use
  97437. */
  97438. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97439. /**
  97440. * Gets the mesh under the pointer
  97441. * @returns a Mesh or null if no mesh is under the pointer
  97442. */
  97443. getPointerOverMesh(): Nullable<AbstractMesh>;
  97444. /** @hidden */
  97445. _rebuildGeometries(): void;
  97446. /** @hidden */
  97447. _rebuildTextures(): void;
  97448. private _getByTags;
  97449. /**
  97450. * Get a list of meshes by tags
  97451. * @param tagsQuery defines the tags query to use
  97452. * @param forEach defines a predicate used to filter results
  97453. * @returns an array of Mesh
  97454. */
  97455. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  97456. /**
  97457. * Get a list of cameras by tags
  97458. * @param tagsQuery defines the tags query to use
  97459. * @param forEach defines a predicate used to filter results
  97460. * @returns an array of Camera
  97461. */
  97462. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  97463. /**
  97464. * Get a list of lights by tags
  97465. * @param tagsQuery defines the tags query to use
  97466. * @param forEach defines a predicate used to filter results
  97467. * @returns an array of Light
  97468. */
  97469. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  97470. /**
  97471. * Get a list of materials by tags
  97472. * @param tagsQuery defines the tags query to use
  97473. * @param forEach defines a predicate used to filter results
  97474. * @returns an array of Material
  97475. */
  97476. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  97477. /**
  97478. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  97479. * This allowed control for front to back rendering or reversly depending of the special needs.
  97480. *
  97481. * @param renderingGroupId The rendering group id corresponding to its index
  97482. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  97483. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  97484. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  97485. */
  97486. 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;
  97487. /**
  97488. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  97489. *
  97490. * @param renderingGroupId The rendering group id corresponding to its index
  97491. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  97492. * @param depth Automatically clears depth between groups if true and autoClear is true.
  97493. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  97494. */
  97495. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  97496. /**
  97497. * Gets the current auto clear configuration for one rendering group of the rendering
  97498. * manager.
  97499. * @param index the rendering group index to get the information for
  97500. * @returns The auto clear setup for the requested rendering group
  97501. */
  97502. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  97503. private _blockMaterialDirtyMechanism;
  97504. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  97505. blockMaterialDirtyMechanism: boolean;
  97506. /**
  97507. * Will flag all materials as dirty to trigger new shader compilation
  97508. * @param flag defines the flag used to specify which material part must be marked as dirty
  97509. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  97510. */
  97511. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  97512. /** @hidden */
  97513. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  97514. /** @hidden */
  97515. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97516. }
  97517. }
  97518. declare module BABYLON {
  97519. /**
  97520. * Set of assets to keep when moving a scene into an asset container.
  97521. */
  97522. export class KeepAssets extends AbstractScene {
  97523. }
  97524. /**
  97525. * Container with a set of assets that can be added or removed from a scene.
  97526. */
  97527. export class AssetContainer extends AbstractScene {
  97528. /**
  97529. * The scene the AssetContainer belongs to.
  97530. */
  97531. scene: Scene;
  97532. /**
  97533. * Instantiates an AssetContainer.
  97534. * @param scene The scene the AssetContainer belongs to.
  97535. */
  97536. constructor(scene: Scene);
  97537. /**
  97538. * Adds all the assets from the container to the scene.
  97539. */
  97540. addAllToScene(): void;
  97541. /**
  97542. * Removes all the assets in the container from the scene
  97543. */
  97544. removeAllFromScene(): void;
  97545. /**
  97546. * Disposes all the assets in the container
  97547. */
  97548. dispose(): void;
  97549. private _moveAssets;
  97550. /**
  97551. * Removes all the assets contained in the scene and adds them to the container.
  97552. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  97553. */
  97554. moveAllFromScene(keepAssets?: KeepAssets): void;
  97555. /**
  97556. * 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.
  97557. * @returns the root mesh
  97558. */
  97559. createRootMesh(): Mesh;
  97560. }
  97561. }
  97562. declare module BABYLON {
  97563. /**
  97564. * Defines how the parser contract is defined.
  97565. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  97566. */
  97567. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  97568. /**
  97569. * Defines how the individual parser contract is defined.
  97570. * These parser can parse an individual asset
  97571. */
  97572. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  97573. /**
  97574. * Base class of the scene acting as a container for the different elements composing a scene.
  97575. * This class is dynamically extended by the different components of the scene increasing
  97576. * flexibility and reducing coupling
  97577. */
  97578. export abstract class AbstractScene {
  97579. /**
  97580. * Stores the list of available parsers in the application.
  97581. */
  97582. private static _BabylonFileParsers;
  97583. /**
  97584. * Stores the list of available individual parsers in the application.
  97585. */
  97586. private static _IndividualBabylonFileParsers;
  97587. /**
  97588. * Adds a parser in the list of available ones
  97589. * @param name Defines the name of the parser
  97590. * @param parser Defines the parser to add
  97591. */
  97592. static AddParser(name: string, parser: BabylonFileParser): void;
  97593. /**
  97594. * Gets a general parser from the list of avaialble ones
  97595. * @param name Defines the name of the parser
  97596. * @returns the requested parser or null
  97597. */
  97598. static GetParser(name: string): Nullable<BabylonFileParser>;
  97599. /**
  97600. * Adds n individual parser in the list of available ones
  97601. * @param name Defines the name of the parser
  97602. * @param parser Defines the parser to add
  97603. */
  97604. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  97605. /**
  97606. * Gets an individual parser from the list of avaialble ones
  97607. * @param name Defines the name of the parser
  97608. * @returns the requested parser or null
  97609. */
  97610. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  97611. /**
  97612. * Parser json data and populate both a scene and its associated container object
  97613. * @param jsonData Defines the data to parse
  97614. * @param scene Defines the scene to parse the data for
  97615. * @param container Defines the container attached to the parsing sequence
  97616. * @param rootUrl Defines the root url of the data
  97617. */
  97618. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  97619. /**
  97620. * Gets the list of root nodes (ie. nodes with no parent)
  97621. */
  97622. rootNodes: Node[];
  97623. /** All of the cameras added to this scene
  97624. * @see http://doc.babylonjs.com/babylon101/cameras
  97625. */
  97626. cameras: Camera[];
  97627. /**
  97628. * All of the lights added to this scene
  97629. * @see http://doc.babylonjs.com/babylon101/lights
  97630. */
  97631. lights: Light[];
  97632. /**
  97633. * All of the (abstract) meshes added to this scene
  97634. */
  97635. meshes: AbstractMesh[];
  97636. /**
  97637. * The list of skeletons added to the scene
  97638. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  97639. */
  97640. skeletons: Skeleton[];
  97641. /**
  97642. * All of the particle systems added to this scene
  97643. * @see http://doc.babylonjs.com/babylon101/particles
  97644. */
  97645. particleSystems: IParticleSystem[];
  97646. /**
  97647. * Gets a list of Animations associated with the scene
  97648. */
  97649. animations: Animation[];
  97650. /**
  97651. * All of the animation groups added to this scene
  97652. * @see http://doc.babylonjs.com/how_to/group
  97653. */
  97654. animationGroups: AnimationGroup[];
  97655. /**
  97656. * All of the multi-materials added to this scene
  97657. * @see http://doc.babylonjs.com/how_to/multi_materials
  97658. */
  97659. multiMaterials: MultiMaterial[];
  97660. /**
  97661. * All of the materials added to this scene
  97662. * In the context of a Scene, it is not supposed to be modified manually.
  97663. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  97664. * Note also that the order of the Material wihin the array is not significant and might change.
  97665. * @see http://doc.babylonjs.com/babylon101/materials
  97666. */
  97667. materials: Material[];
  97668. /**
  97669. * The list of morph target managers added to the scene
  97670. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  97671. */
  97672. morphTargetManagers: MorphTargetManager[];
  97673. /**
  97674. * The list of geometries used in the scene.
  97675. */
  97676. geometries: Geometry[];
  97677. /**
  97678. * All of the tranform nodes added to this scene
  97679. * In the context of a Scene, it is not supposed to be modified manually.
  97680. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  97681. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  97682. * @see http://doc.babylonjs.com/how_to/transformnode
  97683. */
  97684. transformNodes: TransformNode[];
  97685. /**
  97686. * ActionManagers available on the scene.
  97687. */
  97688. actionManagers: AbstractActionManager[];
  97689. /**
  97690. * Textures to keep.
  97691. */
  97692. textures: BaseTexture[];
  97693. /**
  97694. * Environment texture for the scene
  97695. */
  97696. environmentTexture: Nullable<BaseTexture>;
  97697. }
  97698. }
  97699. declare module BABYLON {
  97700. /**
  97701. * Interface used to define options for Sound class
  97702. */
  97703. export interface ISoundOptions {
  97704. /**
  97705. * Does the sound autoplay once loaded.
  97706. */
  97707. autoplay?: boolean;
  97708. /**
  97709. * Does the sound loop after it finishes playing once.
  97710. */
  97711. loop?: boolean;
  97712. /**
  97713. * Sound's volume
  97714. */
  97715. volume?: number;
  97716. /**
  97717. * Is it a spatial sound?
  97718. */
  97719. spatialSound?: boolean;
  97720. /**
  97721. * Maximum distance to hear that sound
  97722. */
  97723. maxDistance?: number;
  97724. /**
  97725. * Uses user defined attenuation function
  97726. */
  97727. useCustomAttenuation?: boolean;
  97728. /**
  97729. * Define the roll off factor of spatial sounds.
  97730. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97731. */
  97732. rolloffFactor?: number;
  97733. /**
  97734. * Define the reference distance the sound should be heard perfectly.
  97735. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97736. */
  97737. refDistance?: number;
  97738. /**
  97739. * Define the distance attenuation model the sound will follow.
  97740. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97741. */
  97742. distanceModel?: string;
  97743. /**
  97744. * Defines the playback speed (1 by default)
  97745. */
  97746. playbackRate?: number;
  97747. /**
  97748. * Defines if the sound is from a streaming source
  97749. */
  97750. streaming?: boolean;
  97751. /**
  97752. * Defines an optional length (in seconds) inside the sound file
  97753. */
  97754. length?: number;
  97755. /**
  97756. * Defines an optional offset (in seconds) inside the sound file
  97757. */
  97758. offset?: number;
  97759. /**
  97760. * If true, URLs will not be required to state the audio file codec to use.
  97761. */
  97762. skipCodecCheck?: boolean;
  97763. }
  97764. /**
  97765. * Defines a sound that can be played in the application.
  97766. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  97767. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97768. */
  97769. export class Sound {
  97770. /**
  97771. * The name of the sound in the scene.
  97772. */
  97773. name: string;
  97774. /**
  97775. * Does the sound autoplay once loaded.
  97776. */
  97777. autoplay: boolean;
  97778. /**
  97779. * Does the sound loop after it finishes playing once.
  97780. */
  97781. loop: boolean;
  97782. /**
  97783. * Does the sound use a custom attenuation curve to simulate the falloff
  97784. * happening when the source gets further away from the camera.
  97785. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  97786. */
  97787. useCustomAttenuation: boolean;
  97788. /**
  97789. * The sound track id this sound belongs to.
  97790. */
  97791. soundTrackId: number;
  97792. /**
  97793. * Is this sound currently played.
  97794. */
  97795. isPlaying: boolean;
  97796. /**
  97797. * Is this sound currently paused.
  97798. */
  97799. isPaused: boolean;
  97800. /**
  97801. * Does this sound enables spatial sound.
  97802. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97803. */
  97804. spatialSound: boolean;
  97805. /**
  97806. * Define the reference distance the sound should be heard perfectly.
  97807. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97808. */
  97809. refDistance: number;
  97810. /**
  97811. * Define the roll off factor of spatial sounds.
  97812. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97813. */
  97814. rolloffFactor: number;
  97815. /**
  97816. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  97817. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97818. */
  97819. maxDistance: number;
  97820. /**
  97821. * Define the distance attenuation model the sound will follow.
  97822. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97823. */
  97824. distanceModel: string;
  97825. /**
  97826. * @hidden
  97827. * Back Compat
  97828. **/
  97829. onended: () => any;
  97830. /**
  97831. * Observable event when the current playing sound finishes.
  97832. */
  97833. onEndedObservable: Observable<Sound>;
  97834. private _panningModel;
  97835. private _playbackRate;
  97836. private _streaming;
  97837. private _startTime;
  97838. private _startOffset;
  97839. private _position;
  97840. /** @hidden */
  97841. _positionInEmitterSpace: boolean;
  97842. private _localDirection;
  97843. private _volume;
  97844. private _isReadyToPlay;
  97845. private _isDirectional;
  97846. private _readyToPlayCallback;
  97847. private _audioBuffer;
  97848. private _soundSource;
  97849. private _streamingSource;
  97850. private _soundPanner;
  97851. private _soundGain;
  97852. private _inputAudioNode;
  97853. private _outputAudioNode;
  97854. private _coneInnerAngle;
  97855. private _coneOuterAngle;
  97856. private _coneOuterGain;
  97857. private _scene;
  97858. private _connectedTransformNode;
  97859. private _customAttenuationFunction;
  97860. private _registerFunc;
  97861. private _isOutputConnected;
  97862. private _htmlAudioElement;
  97863. private _urlType;
  97864. private _length?;
  97865. private _offset?;
  97866. /** @hidden */
  97867. static _SceneComponentInitialization: (scene: Scene) => void;
  97868. /**
  97869. * Create a sound and attach it to a scene
  97870. * @param name Name of your sound
  97871. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  97872. * @param scene defines the scene the sound belongs to
  97873. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  97874. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  97875. */
  97876. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  97877. /**
  97878. * Release the sound and its associated resources
  97879. */
  97880. dispose(): void;
  97881. /**
  97882. * Gets if the sounds is ready to be played or not.
  97883. * @returns true if ready, otherwise false
  97884. */
  97885. isReady(): boolean;
  97886. private _soundLoaded;
  97887. /**
  97888. * Sets the data of the sound from an audiobuffer
  97889. * @param audioBuffer The audioBuffer containing the data
  97890. */
  97891. setAudioBuffer(audioBuffer: AudioBuffer): void;
  97892. /**
  97893. * Updates the current sounds options such as maxdistance, loop...
  97894. * @param options A JSON object containing values named as the object properties
  97895. */
  97896. updateOptions(options: ISoundOptions): void;
  97897. private _createSpatialParameters;
  97898. private _updateSpatialParameters;
  97899. /**
  97900. * Switch the panning model to HRTF:
  97901. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  97902. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97903. */
  97904. switchPanningModelToHRTF(): void;
  97905. /**
  97906. * Switch the panning model to Equal Power:
  97907. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  97908. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  97909. */
  97910. switchPanningModelToEqualPower(): void;
  97911. private _switchPanningModel;
  97912. /**
  97913. * Connect this sound to a sound track audio node like gain...
  97914. * @param soundTrackAudioNode the sound track audio node to connect to
  97915. */
  97916. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  97917. /**
  97918. * Transform this sound into a directional source
  97919. * @param coneInnerAngle Size of the inner cone in degree
  97920. * @param coneOuterAngle Size of the outer cone in degree
  97921. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  97922. */
  97923. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  97924. /**
  97925. * Gets or sets the inner angle for the directional cone.
  97926. */
  97927. /**
  97928. * Gets or sets the inner angle for the directional cone.
  97929. */
  97930. directionalConeInnerAngle: number;
  97931. /**
  97932. * Gets or sets the outer angle for the directional cone.
  97933. */
  97934. /**
  97935. * Gets or sets the outer angle for the directional cone.
  97936. */
  97937. directionalConeOuterAngle: number;
  97938. /**
  97939. * Sets the position of the emitter if spatial sound is enabled
  97940. * @param newPosition Defines the new posisiton
  97941. */
  97942. setPosition(newPosition: Vector3): void;
  97943. /**
  97944. * Sets the local direction of the emitter if spatial sound is enabled
  97945. * @param newLocalDirection Defines the new local direction
  97946. */
  97947. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  97948. private _updateDirection;
  97949. /** @hidden */
  97950. updateDistanceFromListener(): void;
  97951. /**
  97952. * Sets a new custom attenuation function for the sound.
  97953. * @param callback Defines the function used for the attenuation
  97954. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  97955. */
  97956. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  97957. /**
  97958. * Play the sound
  97959. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  97960. * @param offset (optional) Start the sound at a specific time in seconds
  97961. * @param length (optional) Sound duration (in seconds)
  97962. */
  97963. play(time?: number, offset?: number, length?: number): void;
  97964. private _onended;
  97965. /**
  97966. * Stop the sound
  97967. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  97968. */
  97969. stop(time?: number): void;
  97970. /**
  97971. * Put the sound in pause
  97972. */
  97973. pause(): void;
  97974. /**
  97975. * Sets a dedicated volume for this sounds
  97976. * @param newVolume Define the new volume of the sound
  97977. * @param time Define time for gradual change to new volume
  97978. */
  97979. setVolume(newVolume: number, time?: number): void;
  97980. /**
  97981. * Set the sound play back rate
  97982. * @param newPlaybackRate Define the playback rate the sound should be played at
  97983. */
  97984. setPlaybackRate(newPlaybackRate: number): void;
  97985. /**
  97986. * Gets the volume of the sound.
  97987. * @returns the volume of the sound
  97988. */
  97989. getVolume(): number;
  97990. /**
  97991. * Attach the sound to a dedicated mesh
  97992. * @param transformNode The transform node to connect the sound with
  97993. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  97994. */
  97995. attachToMesh(transformNode: TransformNode): void;
  97996. /**
  97997. * Detach the sound from the previously attached mesh
  97998. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  97999. */
  98000. detachFromMesh(): void;
  98001. private _onRegisterAfterWorldMatrixUpdate;
  98002. /**
  98003. * Clone the current sound in the scene.
  98004. * @returns the new sound clone
  98005. */
  98006. clone(): Nullable<Sound>;
  98007. /**
  98008. * Gets the current underlying audio buffer containing the data
  98009. * @returns the audio buffer
  98010. */
  98011. getAudioBuffer(): Nullable<AudioBuffer>;
  98012. /**
  98013. * Serializes the Sound in a JSON representation
  98014. * @returns the JSON representation of the sound
  98015. */
  98016. serialize(): any;
  98017. /**
  98018. * Parse a JSON representation of a sound to innstantiate in a given scene
  98019. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98020. * @param scene Define the scene the new parsed sound should be created in
  98021. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98022. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98023. * @returns the newly parsed sound
  98024. */
  98025. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98026. }
  98027. }
  98028. declare module BABYLON {
  98029. /**
  98030. * This defines an action helpful to play a defined sound on a triggered action.
  98031. */
  98032. export class PlaySoundAction extends Action {
  98033. private _sound;
  98034. /**
  98035. * Instantiate the action
  98036. * @param triggerOptions defines the trigger options
  98037. * @param sound defines the sound to play
  98038. * @param condition defines the trigger related conditions
  98039. */
  98040. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98041. /** @hidden */
  98042. _prepare(): void;
  98043. /**
  98044. * Execute the action and play the sound.
  98045. */
  98046. execute(): void;
  98047. /**
  98048. * Serializes the actions and its related information.
  98049. * @param parent defines the object to serialize in
  98050. * @returns the serialized object
  98051. */
  98052. serialize(parent: any): any;
  98053. }
  98054. /**
  98055. * This defines an action helpful to stop a defined sound on a triggered action.
  98056. */
  98057. export class StopSoundAction extends Action {
  98058. private _sound;
  98059. /**
  98060. * Instantiate the action
  98061. * @param triggerOptions defines the trigger options
  98062. * @param sound defines the sound to stop
  98063. * @param condition defines the trigger related conditions
  98064. */
  98065. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98066. /** @hidden */
  98067. _prepare(): void;
  98068. /**
  98069. * Execute the action and stop the sound.
  98070. */
  98071. execute(): void;
  98072. /**
  98073. * Serializes the actions and its related information.
  98074. * @param parent defines the object to serialize in
  98075. * @returns the serialized object
  98076. */
  98077. serialize(parent: any): any;
  98078. }
  98079. }
  98080. declare module BABYLON {
  98081. /**
  98082. * This defines an action responsible to change the value of a property
  98083. * by interpolating between its current value and the newly set one once triggered.
  98084. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98085. */
  98086. export class InterpolateValueAction extends Action {
  98087. /**
  98088. * Defines the path of the property where the value should be interpolated
  98089. */
  98090. propertyPath: string;
  98091. /**
  98092. * Defines the target value at the end of the interpolation.
  98093. */
  98094. value: any;
  98095. /**
  98096. * Defines the time it will take for the property to interpolate to the value.
  98097. */
  98098. duration: number;
  98099. /**
  98100. * Defines if the other scene animations should be stopped when the action has been triggered
  98101. */
  98102. stopOtherAnimations?: boolean;
  98103. /**
  98104. * Defines a callback raised once the interpolation animation has been done.
  98105. */
  98106. onInterpolationDone?: () => void;
  98107. /**
  98108. * Observable triggered once the interpolation animation has been done.
  98109. */
  98110. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98111. private _target;
  98112. private _effectiveTarget;
  98113. private _property;
  98114. /**
  98115. * Instantiate the action
  98116. * @param triggerOptions defines the trigger options
  98117. * @param target defines the object containing the value to interpolate
  98118. * @param propertyPath defines the path to the property in the target object
  98119. * @param value defines the target value at the end of the interpolation
  98120. * @param duration deines the time it will take for the property to interpolate to the value.
  98121. * @param condition defines the trigger related conditions
  98122. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98123. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98124. */
  98125. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98126. /** @hidden */
  98127. _prepare(): void;
  98128. /**
  98129. * Execute the action starts the value interpolation.
  98130. */
  98131. execute(): void;
  98132. /**
  98133. * Serializes the actions and its related information.
  98134. * @param parent defines the object to serialize in
  98135. * @returns the serialized object
  98136. */
  98137. serialize(parent: any): any;
  98138. }
  98139. }
  98140. declare module BABYLON {
  98141. /**
  98142. * Options allowed during the creation of a sound track.
  98143. */
  98144. export interface ISoundTrackOptions {
  98145. /**
  98146. * The volume the sound track should take during creation
  98147. */
  98148. volume?: number;
  98149. /**
  98150. * Define if the sound track is the main sound track of the scene
  98151. */
  98152. mainTrack?: boolean;
  98153. }
  98154. /**
  98155. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98156. * It will be also used in a future release to apply effects on a specific track.
  98157. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98158. */
  98159. export class SoundTrack {
  98160. /**
  98161. * The unique identifier of the sound track in the scene.
  98162. */
  98163. id: number;
  98164. /**
  98165. * The list of sounds included in the sound track.
  98166. */
  98167. soundCollection: Array<Sound>;
  98168. private _outputAudioNode;
  98169. private _scene;
  98170. private _isMainTrack;
  98171. private _connectedAnalyser;
  98172. private _options;
  98173. private _isInitialized;
  98174. /**
  98175. * Creates a new sound track.
  98176. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98177. * @param scene Define the scene the sound track belongs to
  98178. * @param options
  98179. */
  98180. constructor(scene: Scene, options?: ISoundTrackOptions);
  98181. private _initializeSoundTrackAudioGraph;
  98182. /**
  98183. * Release the sound track and its associated resources
  98184. */
  98185. dispose(): void;
  98186. /**
  98187. * Adds a sound to this sound track
  98188. * @param sound define the cound to add
  98189. * @ignoreNaming
  98190. */
  98191. AddSound(sound: Sound): void;
  98192. /**
  98193. * Removes a sound to this sound track
  98194. * @param sound define the cound to remove
  98195. * @ignoreNaming
  98196. */
  98197. RemoveSound(sound: Sound): void;
  98198. /**
  98199. * Set a global volume for the full sound track.
  98200. * @param newVolume Define the new volume of the sound track
  98201. */
  98202. setVolume(newVolume: number): void;
  98203. /**
  98204. * Switch the panning model to HRTF:
  98205. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98206. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98207. */
  98208. switchPanningModelToHRTF(): void;
  98209. /**
  98210. * Switch the panning model to Equal Power:
  98211. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98212. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98213. */
  98214. switchPanningModelToEqualPower(): void;
  98215. /**
  98216. * Connect the sound track to an audio analyser allowing some amazing
  98217. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98218. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98219. * @param analyser The analyser to connect to the engine
  98220. */
  98221. connectToAnalyser(analyser: Analyser): void;
  98222. }
  98223. }
  98224. declare module BABYLON {
  98225. interface AbstractScene {
  98226. /**
  98227. * The list of sounds used in the scene.
  98228. */
  98229. sounds: Nullable<Array<Sound>>;
  98230. }
  98231. interface Scene {
  98232. /**
  98233. * @hidden
  98234. * Backing field
  98235. */
  98236. _mainSoundTrack: SoundTrack;
  98237. /**
  98238. * The main sound track played by the scene.
  98239. * It cotains your primary collection of sounds.
  98240. */
  98241. mainSoundTrack: SoundTrack;
  98242. /**
  98243. * The list of sound tracks added to the scene
  98244. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98245. */
  98246. soundTracks: Nullable<Array<SoundTrack>>;
  98247. /**
  98248. * Gets a sound using a given name
  98249. * @param name defines the name to search for
  98250. * @return the found sound or null if not found at all.
  98251. */
  98252. getSoundByName(name: string): Nullable<Sound>;
  98253. /**
  98254. * Gets or sets if audio support is enabled
  98255. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98256. */
  98257. audioEnabled: boolean;
  98258. /**
  98259. * Gets or sets if audio will be output to headphones
  98260. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98261. */
  98262. headphone: boolean;
  98263. }
  98264. /**
  98265. * Defines the sound scene component responsible to manage any sounds
  98266. * in a given scene.
  98267. */
  98268. export class AudioSceneComponent implements ISceneSerializableComponent {
  98269. /**
  98270. * The component name helpfull to identify the component in the list of scene components.
  98271. */
  98272. readonly name: string;
  98273. /**
  98274. * The scene the component belongs to.
  98275. */
  98276. scene: Scene;
  98277. private _audioEnabled;
  98278. /**
  98279. * Gets whether audio is enabled or not.
  98280. * Please use related enable/disable method to switch state.
  98281. */
  98282. readonly audioEnabled: boolean;
  98283. private _headphone;
  98284. /**
  98285. * Gets whether audio is outputing to headphone or not.
  98286. * Please use the according Switch methods to change output.
  98287. */
  98288. readonly headphone: boolean;
  98289. /**
  98290. * Creates a new instance of the component for the given scene
  98291. * @param scene Defines the scene to register the component in
  98292. */
  98293. constructor(scene: Scene);
  98294. /**
  98295. * Registers the component in a given scene
  98296. */
  98297. register(): void;
  98298. /**
  98299. * Rebuilds the elements related to this component in case of
  98300. * context lost for instance.
  98301. */
  98302. rebuild(): void;
  98303. /**
  98304. * Serializes the component data to the specified json object
  98305. * @param serializationObject The object to serialize to
  98306. */
  98307. serialize(serializationObject: any): void;
  98308. /**
  98309. * Adds all the elements from the container to the scene
  98310. * @param container the container holding the elements
  98311. */
  98312. addFromContainer(container: AbstractScene): void;
  98313. /**
  98314. * Removes all the elements in the container from the scene
  98315. * @param container contains the elements to remove
  98316. * @param dispose if the removed element should be disposed (default: false)
  98317. */
  98318. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  98319. /**
  98320. * Disposes the component and the associated ressources.
  98321. */
  98322. dispose(): void;
  98323. /**
  98324. * Disables audio in the associated scene.
  98325. */
  98326. disableAudio(): void;
  98327. /**
  98328. * Enables audio in the associated scene.
  98329. */
  98330. enableAudio(): void;
  98331. /**
  98332. * Switch audio to headphone output.
  98333. */
  98334. switchAudioModeForHeadphones(): void;
  98335. /**
  98336. * Switch audio to normal speakers.
  98337. */
  98338. switchAudioModeForNormalSpeakers(): void;
  98339. private _afterRender;
  98340. }
  98341. }
  98342. declare module BABYLON {
  98343. /**
  98344. * Wraps one or more Sound objects and selects one with random weight for playback.
  98345. */
  98346. export class WeightedSound {
  98347. /** When true a Sound will be selected and played when the current playing Sound completes. */
  98348. loop: boolean;
  98349. private _coneInnerAngle;
  98350. private _coneOuterAngle;
  98351. private _volume;
  98352. /** A Sound is currently playing. */
  98353. isPlaying: boolean;
  98354. /** A Sound is currently paused. */
  98355. isPaused: boolean;
  98356. private _sounds;
  98357. private _weights;
  98358. private _currentIndex?;
  98359. /**
  98360. * Creates a new WeightedSound from the list of sounds given.
  98361. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  98362. * @param sounds Array of Sounds that will be selected from.
  98363. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  98364. */
  98365. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  98366. /**
  98367. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  98368. */
  98369. /**
  98370. * The size of cone in degress for a directional sound in which there will be no attenuation.
  98371. */
  98372. directionalConeInnerAngle: number;
  98373. /**
  98374. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98375. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98376. */
  98377. /**
  98378. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98379. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98380. */
  98381. directionalConeOuterAngle: number;
  98382. /**
  98383. * Playback volume.
  98384. */
  98385. /**
  98386. * Playback volume.
  98387. */
  98388. volume: number;
  98389. private _onended;
  98390. /**
  98391. * Suspend playback
  98392. */
  98393. pause(): void;
  98394. /**
  98395. * Stop playback
  98396. */
  98397. stop(): void;
  98398. /**
  98399. * Start playback.
  98400. * @param startOffset Position the clip head at a specific time in seconds.
  98401. */
  98402. play(startOffset?: number): void;
  98403. }
  98404. }
  98405. declare module BABYLON {
  98406. /**
  98407. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  98408. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  98409. */
  98410. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  98411. /**
  98412. * Gets the name of the behavior.
  98413. */
  98414. readonly name: string;
  98415. /**
  98416. * The easing function used by animations
  98417. */
  98418. static EasingFunction: BackEase;
  98419. /**
  98420. * The easing mode used by animations
  98421. */
  98422. static EasingMode: number;
  98423. /**
  98424. * The duration of the animation, in milliseconds
  98425. */
  98426. transitionDuration: number;
  98427. /**
  98428. * Length of the distance animated by the transition when lower radius is reached
  98429. */
  98430. lowerRadiusTransitionRange: number;
  98431. /**
  98432. * Length of the distance animated by the transition when upper radius is reached
  98433. */
  98434. upperRadiusTransitionRange: number;
  98435. private _autoTransitionRange;
  98436. /**
  98437. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98438. */
  98439. /**
  98440. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98441. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  98442. */
  98443. autoTransitionRange: boolean;
  98444. private _attachedCamera;
  98445. private _onAfterCheckInputsObserver;
  98446. private _onMeshTargetChangedObserver;
  98447. /**
  98448. * Initializes the behavior.
  98449. */
  98450. init(): void;
  98451. /**
  98452. * Attaches the behavior to its arc rotate camera.
  98453. * @param camera Defines the camera to attach the behavior to
  98454. */
  98455. attach(camera: ArcRotateCamera): void;
  98456. /**
  98457. * Detaches the behavior from its current arc rotate camera.
  98458. */
  98459. detach(): void;
  98460. private _radiusIsAnimating;
  98461. private _radiusBounceTransition;
  98462. private _animatables;
  98463. private _cachedWheelPrecision;
  98464. /**
  98465. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  98466. * @param radiusLimit The limit to check against.
  98467. * @return Bool to indicate if at limit.
  98468. */
  98469. private _isRadiusAtLimit;
  98470. /**
  98471. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  98472. * @param radiusDelta The delta by which to animate to. Can be negative.
  98473. */
  98474. private _applyBoundRadiusAnimation;
  98475. /**
  98476. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  98477. */
  98478. protected _clearAnimationLocks(): void;
  98479. /**
  98480. * Stops and removes all animations that have been applied to the camera
  98481. */
  98482. stopAllAnimations(): void;
  98483. }
  98484. }
  98485. declare module BABYLON {
  98486. /**
  98487. * 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.
  98488. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  98489. */
  98490. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  98491. /**
  98492. * Gets the name of the behavior.
  98493. */
  98494. readonly name: string;
  98495. private _mode;
  98496. private _radiusScale;
  98497. private _positionScale;
  98498. private _defaultElevation;
  98499. private _elevationReturnTime;
  98500. private _elevationReturnWaitTime;
  98501. private _zoomStopsAnimation;
  98502. private _framingTime;
  98503. /**
  98504. * The easing function used by animations
  98505. */
  98506. static EasingFunction: ExponentialEase;
  98507. /**
  98508. * The easing mode used by animations
  98509. */
  98510. static EasingMode: number;
  98511. /**
  98512. * Sets the current mode used by the behavior
  98513. */
  98514. /**
  98515. * Gets current mode used by the behavior.
  98516. */
  98517. mode: number;
  98518. /**
  98519. * Sets the scale applied to the radius (1 by default)
  98520. */
  98521. /**
  98522. * Gets the scale applied to the radius
  98523. */
  98524. radiusScale: number;
  98525. /**
  98526. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98527. */
  98528. /**
  98529. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98530. */
  98531. positionScale: number;
  98532. /**
  98533. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98534. * behaviour is triggered, in radians.
  98535. */
  98536. /**
  98537. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98538. * behaviour is triggered, in radians.
  98539. */
  98540. defaultElevation: number;
  98541. /**
  98542. * Sets the time (in milliseconds) taken to return to the default beta position.
  98543. * Negative value indicates camera should not return to default.
  98544. */
  98545. /**
  98546. * Gets the time (in milliseconds) taken to return to the default beta position.
  98547. * Negative value indicates camera should not return to default.
  98548. */
  98549. elevationReturnTime: number;
  98550. /**
  98551. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  98552. */
  98553. /**
  98554. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  98555. */
  98556. elevationReturnWaitTime: number;
  98557. /**
  98558. * Sets the flag that indicates if user zooming should stop animation.
  98559. */
  98560. /**
  98561. * Gets the flag that indicates if user zooming should stop animation.
  98562. */
  98563. zoomStopsAnimation: boolean;
  98564. /**
  98565. * Sets the transition time when framing the mesh, in milliseconds
  98566. */
  98567. /**
  98568. * Gets the transition time when framing the mesh, in milliseconds
  98569. */
  98570. framingTime: number;
  98571. /**
  98572. * Define if the behavior should automatically change the configured
  98573. * camera limits and sensibilities.
  98574. */
  98575. autoCorrectCameraLimitsAndSensibility: boolean;
  98576. private _onPrePointerObservableObserver;
  98577. private _onAfterCheckInputsObserver;
  98578. private _onMeshTargetChangedObserver;
  98579. private _attachedCamera;
  98580. private _isPointerDown;
  98581. private _lastInteractionTime;
  98582. /**
  98583. * Initializes the behavior.
  98584. */
  98585. init(): void;
  98586. /**
  98587. * Attaches the behavior to its arc rotate camera.
  98588. * @param camera Defines the camera to attach the behavior to
  98589. */
  98590. attach(camera: ArcRotateCamera): void;
  98591. /**
  98592. * Detaches the behavior from its current arc rotate camera.
  98593. */
  98594. detach(): void;
  98595. private _animatables;
  98596. private _betaIsAnimating;
  98597. private _betaTransition;
  98598. private _radiusTransition;
  98599. private _vectorTransition;
  98600. /**
  98601. * Targets the given mesh and updates zoom level accordingly.
  98602. * @param mesh The mesh to target.
  98603. * @param radius Optional. If a cached radius position already exists, overrides default.
  98604. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  98605. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  98606. * @param onAnimationEnd Callback triggered at the end of the framing animation
  98607. */
  98608. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  98609. /**
  98610. * Targets the given mesh with its children and updates zoom level accordingly.
  98611. * @param mesh The mesh to target.
  98612. * @param radius Optional. If a cached radius position already exists, overrides default.
  98613. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  98614. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  98615. * @param onAnimationEnd Callback triggered at the end of the framing animation
  98616. */
  98617. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  98618. /**
  98619. * Targets the given meshes with their children and updates zoom level accordingly.
  98620. * @param meshes The mesh to target.
  98621. * @param radius Optional. If a cached radius position already exists, overrides default.
  98622. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  98623. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  98624. * @param onAnimationEnd Callback triggered at the end of the framing animation
  98625. */
  98626. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  98627. /**
  98628. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  98629. * @param minimumWorld Determines the smaller position of the bounding box extend
  98630. * @param maximumWorld Determines the bigger position of the bounding box extend
  98631. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  98632. * @param onAnimationEnd Callback triggered at the end of the framing animation
  98633. */
  98634. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  98635. /**
  98636. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  98637. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  98638. * frustum width.
  98639. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  98640. * to fully enclose the mesh in the viewing frustum.
  98641. */
  98642. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  98643. /**
  98644. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  98645. * is automatically returned to its default position (expected to be above ground plane).
  98646. */
  98647. private _maintainCameraAboveGround;
  98648. /**
  98649. * Returns the frustum slope based on the canvas ratio and camera FOV
  98650. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  98651. */
  98652. private _getFrustumSlope;
  98653. /**
  98654. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  98655. */
  98656. private _clearAnimationLocks;
  98657. /**
  98658. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  98659. */
  98660. private _applyUserInteraction;
  98661. /**
  98662. * Stops and removes all animations that have been applied to the camera
  98663. */
  98664. stopAllAnimations(): void;
  98665. /**
  98666. * Gets a value indicating if the user is moving the camera
  98667. */
  98668. readonly isUserIsMoving: boolean;
  98669. /**
  98670. * The camera can move all the way towards the mesh.
  98671. */
  98672. static IgnoreBoundsSizeMode: number;
  98673. /**
  98674. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  98675. */
  98676. static FitFrustumSidesMode: number;
  98677. }
  98678. }
  98679. declare module BABYLON {
  98680. /**
  98681. * Base class for Camera Pointer Inputs.
  98682. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  98683. * for example usage.
  98684. */
  98685. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  98686. /**
  98687. * Defines the camera the input is attached to.
  98688. */
  98689. abstract camera: Camera;
  98690. /**
  98691. * Whether keyboard modifier keys are pressed at time of last mouse event.
  98692. */
  98693. protected _altKey: boolean;
  98694. protected _ctrlKey: boolean;
  98695. protected _metaKey: boolean;
  98696. protected _shiftKey: boolean;
  98697. /**
  98698. * Which mouse buttons were pressed at time of last mouse event.
  98699. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  98700. */
  98701. protected _buttonsPressed: number;
  98702. /**
  98703. * Defines the buttons associated with the input to handle camera move.
  98704. */
  98705. buttons: number[];
  98706. /**
  98707. * Attach the input controls to a specific dom element to get the input from.
  98708. * @param element Defines the element the controls should be listened from
  98709. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  98710. */
  98711. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  98712. /**
  98713. * Detach the current controls from the specified dom element.
  98714. * @param element Defines the element to stop listening the inputs from
  98715. */
  98716. detachControl(element: Nullable<HTMLElement>): void;
  98717. /**
  98718. * Gets the class name of the current input.
  98719. * @returns the class name
  98720. */
  98721. getClassName(): string;
  98722. /**
  98723. * Get the friendly name associated with the input class.
  98724. * @returns the input friendly name
  98725. */
  98726. getSimpleName(): string;
  98727. /**
  98728. * Called on pointer POINTERDOUBLETAP event.
  98729. * Override this method to provide functionality on POINTERDOUBLETAP event.
  98730. */
  98731. protected onDoubleTap(type: string): void;
  98732. /**
  98733. * Called on pointer POINTERMOVE event if only a single touch is active.
  98734. * Override this method to provide functionality.
  98735. */
  98736. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  98737. /**
  98738. * Called on pointer POINTERMOVE event if multiple touches are active.
  98739. * Override this method to provide functionality.
  98740. */
  98741. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  98742. /**
  98743. * Called on JS contextmenu event.
  98744. * Override this method to provide functionality.
  98745. */
  98746. protected onContextMenu(evt: PointerEvent): void;
  98747. /**
  98748. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  98749. * press.
  98750. * Override this method to provide functionality.
  98751. */
  98752. protected onButtonDown(evt: PointerEvent): void;
  98753. /**
  98754. * Called each time a new POINTERUP event occurs. Ie, for each button
  98755. * release.
  98756. * Override this method to provide functionality.
  98757. */
  98758. protected onButtonUp(evt: PointerEvent): void;
  98759. /**
  98760. * Called when window becomes inactive.
  98761. * Override this method to provide functionality.
  98762. */
  98763. protected onLostFocus(): void;
  98764. private _pointerInput;
  98765. private _observer;
  98766. private _onLostFocus;
  98767. private pointA;
  98768. private pointB;
  98769. }
  98770. }
  98771. declare module BABYLON {
  98772. /**
  98773. * Manage the pointers inputs to control an arc rotate camera.
  98774. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  98775. */
  98776. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  98777. /**
  98778. * Defines the camera the input is attached to.
  98779. */
  98780. camera: ArcRotateCamera;
  98781. /**
  98782. * Gets the class name of the current input.
  98783. * @returns the class name
  98784. */
  98785. getClassName(): string;
  98786. /**
  98787. * Defines the buttons associated with the input to handle camera move.
  98788. */
  98789. buttons: number[];
  98790. /**
  98791. * Defines the pointer angular sensibility along the X axis or how fast is
  98792. * the camera rotating.
  98793. */
  98794. angularSensibilityX: number;
  98795. /**
  98796. * Defines the pointer angular sensibility along the Y axis or how fast is
  98797. * the camera rotating.
  98798. */
  98799. angularSensibilityY: number;
  98800. /**
  98801. * Defines the pointer pinch precision or how fast is the camera zooming.
  98802. */
  98803. pinchPrecision: number;
  98804. /**
  98805. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  98806. * from 0.
  98807. * It defines the percentage of current camera.radius to use as delta when
  98808. * pinch zoom is used.
  98809. */
  98810. pinchDeltaPercentage: number;
  98811. /**
  98812. * Defines the pointer panning sensibility or how fast is the camera moving.
  98813. */
  98814. panningSensibility: number;
  98815. /**
  98816. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  98817. */
  98818. multiTouchPanning: boolean;
  98819. /**
  98820. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  98821. * zoom (pinch) through multitouch.
  98822. */
  98823. multiTouchPanAndZoom: boolean;
  98824. /**
  98825. * Revers pinch action direction.
  98826. */
  98827. pinchInwards: boolean;
  98828. private _isPanClick;
  98829. private _twoFingerActivityCount;
  98830. private _isPinching;
  98831. /**
  98832. * Called on pointer POINTERMOVE event if only a single touch is active.
  98833. */
  98834. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  98835. /**
  98836. * Called on pointer POINTERDOUBLETAP event.
  98837. */
  98838. protected onDoubleTap(type: string): void;
  98839. /**
  98840. * Called on pointer POINTERMOVE event if multiple touches are active.
  98841. */
  98842. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  98843. /**
  98844. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  98845. * press.
  98846. */
  98847. protected onButtonDown(evt: PointerEvent): void;
  98848. /**
  98849. * Called each time a new POINTERUP event occurs. Ie, for each button
  98850. * release.
  98851. */
  98852. protected onButtonUp(evt: PointerEvent): void;
  98853. /**
  98854. * Called when window becomes inactive.
  98855. */
  98856. protected onLostFocus(): void;
  98857. }
  98858. }
  98859. declare module BABYLON {
  98860. /**
  98861. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  98862. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  98863. */
  98864. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  98865. /**
  98866. * Defines the camera the input is attached to.
  98867. */
  98868. camera: ArcRotateCamera;
  98869. /**
  98870. * Defines the list of key codes associated with the up action (increase alpha)
  98871. */
  98872. keysUp: number[];
  98873. /**
  98874. * Defines the list of key codes associated with the down action (decrease alpha)
  98875. */
  98876. keysDown: number[];
  98877. /**
  98878. * Defines the list of key codes associated with the left action (increase beta)
  98879. */
  98880. keysLeft: number[];
  98881. /**
  98882. * Defines the list of key codes associated with the right action (decrease beta)
  98883. */
  98884. keysRight: number[];
  98885. /**
  98886. * Defines the list of key codes associated with the reset action.
  98887. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  98888. */
  98889. keysReset: number[];
  98890. /**
  98891. * Defines the panning sensibility of the inputs.
  98892. * (How fast is the camera paning)
  98893. */
  98894. panningSensibility: number;
  98895. /**
  98896. * Defines the zooming sensibility of the inputs.
  98897. * (How fast is the camera zooming)
  98898. */
  98899. zoomingSensibility: number;
  98900. /**
  98901. * Defines wether maintaining the alt key down switch the movement mode from
  98902. * orientation to zoom.
  98903. */
  98904. useAltToZoom: boolean;
  98905. /**
  98906. * Rotation speed of the camera
  98907. */
  98908. angularSpeed: number;
  98909. private _keys;
  98910. private _ctrlPressed;
  98911. private _altPressed;
  98912. private _onCanvasBlurObserver;
  98913. private _onKeyboardObserver;
  98914. private _engine;
  98915. private _scene;
  98916. /**
  98917. * Attach the input controls to a specific dom element to get the input from.
  98918. * @param element Defines the element the controls should be listened from
  98919. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  98920. */
  98921. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  98922. /**
  98923. * Detach the current controls from the specified dom element.
  98924. * @param element Defines the element to stop listening the inputs from
  98925. */
  98926. detachControl(element: Nullable<HTMLElement>): void;
  98927. /**
  98928. * Update the current camera state depending on the inputs that have been used this frame.
  98929. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  98930. */
  98931. checkInputs(): void;
  98932. /**
  98933. * Gets the class name of the current intput.
  98934. * @returns the class name
  98935. */
  98936. getClassName(): string;
  98937. /**
  98938. * Get the friendly name associated with the input class.
  98939. * @returns the input friendly name
  98940. */
  98941. getSimpleName(): string;
  98942. }
  98943. }
  98944. declare module BABYLON {
  98945. /**
  98946. * Manage the mouse wheel inputs to control an arc rotate camera.
  98947. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  98948. */
  98949. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  98950. /**
  98951. * Defines the camera the input is attached to.
  98952. */
  98953. camera: ArcRotateCamera;
  98954. /**
  98955. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  98956. */
  98957. wheelPrecision: number;
  98958. /**
  98959. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  98960. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  98961. */
  98962. wheelDeltaPercentage: number;
  98963. private _wheel;
  98964. private _observer;
  98965. private computeDeltaFromMouseWheelLegacyEvent;
  98966. /**
  98967. * Attach the input controls to a specific dom element to get the input from.
  98968. * @param element Defines the element the controls should be listened from
  98969. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  98970. */
  98971. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  98972. /**
  98973. * Detach the current controls from the specified dom element.
  98974. * @param element Defines the element to stop listening the inputs from
  98975. */
  98976. detachControl(element: Nullable<HTMLElement>): void;
  98977. /**
  98978. * Gets the class name of the current intput.
  98979. * @returns the class name
  98980. */
  98981. getClassName(): string;
  98982. /**
  98983. * Get the friendly name associated with the input class.
  98984. * @returns the input friendly name
  98985. */
  98986. getSimpleName(): string;
  98987. }
  98988. }
  98989. declare module BABYLON {
  98990. /**
  98991. * Default Inputs manager for the ArcRotateCamera.
  98992. * It groups all the default supported inputs for ease of use.
  98993. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  98994. */
  98995. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  98996. /**
  98997. * Instantiates a new ArcRotateCameraInputsManager.
  98998. * @param camera Defines the camera the inputs belong to
  98999. */
  99000. constructor(camera: ArcRotateCamera);
  99001. /**
  99002. * Add mouse wheel input support to the input manager.
  99003. * @returns the current input manager
  99004. */
  99005. addMouseWheel(): ArcRotateCameraInputsManager;
  99006. /**
  99007. * Add pointers input support to the input manager.
  99008. * @returns the current input manager
  99009. */
  99010. addPointers(): ArcRotateCameraInputsManager;
  99011. /**
  99012. * Add keyboard input support to the input manager.
  99013. * @returns the current input manager
  99014. */
  99015. addKeyboard(): ArcRotateCameraInputsManager;
  99016. }
  99017. }
  99018. declare module BABYLON {
  99019. /**
  99020. * This represents an orbital type of camera.
  99021. *
  99022. * 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.
  99023. * 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.
  99024. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99025. */
  99026. export class ArcRotateCamera extends TargetCamera {
  99027. /**
  99028. * Defines the rotation angle of the camera along the longitudinal axis.
  99029. */
  99030. alpha: number;
  99031. /**
  99032. * Defines the rotation angle of the camera along the latitudinal axis.
  99033. */
  99034. beta: number;
  99035. /**
  99036. * Defines the radius of the camera from it s target point.
  99037. */
  99038. radius: number;
  99039. protected _target: Vector3;
  99040. protected _targetHost: Nullable<AbstractMesh>;
  99041. /**
  99042. * Defines the target point of the camera.
  99043. * The camera looks towards it form the radius distance.
  99044. */
  99045. target: Vector3;
  99046. /**
  99047. * Define the current local position of the camera in the scene
  99048. */
  99049. position: Vector3;
  99050. protected _upVector: Vector3;
  99051. protected _upToYMatrix: Matrix;
  99052. protected _YToUpMatrix: Matrix;
  99053. /**
  99054. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99055. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99056. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99057. */
  99058. upVector: Vector3;
  99059. /**
  99060. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99061. */
  99062. setMatUp(): void;
  99063. /**
  99064. * Current inertia value on the longitudinal axis.
  99065. * The bigger this number the longer it will take for the camera to stop.
  99066. */
  99067. inertialAlphaOffset: number;
  99068. /**
  99069. * Current inertia value on the latitudinal axis.
  99070. * The bigger this number the longer it will take for the camera to stop.
  99071. */
  99072. inertialBetaOffset: number;
  99073. /**
  99074. * Current inertia value on the radius axis.
  99075. * The bigger this number the longer it will take for the camera to stop.
  99076. */
  99077. inertialRadiusOffset: number;
  99078. /**
  99079. * Minimum allowed angle on the longitudinal axis.
  99080. * This can help limiting how the Camera is able to move in the scene.
  99081. */
  99082. lowerAlphaLimit: Nullable<number>;
  99083. /**
  99084. * Maximum allowed angle on the longitudinal axis.
  99085. * This can help limiting how the Camera is able to move in the scene.
  99086. */
  99087. upperAlphaLimit: Nullable<number>;
  99088. /**
  99089. * Minimum allowed angle on the latitudinal axis.
  99090. * This can help limiting how the Camera is able to move in the scene.
  99091. */
  99092. lowerBetaLimit: number;
  99093. /**
  99094. * Maximum allowed angle on the latitudinal axis.
  99095. * This can help limiting how the Camera is able to move in the scene.
  99096. */
  99097. upperBetaLimit: number;
  99098. /**
  99099. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99100. * This can help limiting how the Camera is able to move in the scene.
  99101. */
  99102. lowerRadiusLimit: Nullable<number>;
  99103. /**
  99104. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99105. * This can help limiting how the Camera is able to move in the scene.
  99106. */
  99107. upperRadiusLimit: Nullable<number>;
  99108. /**
  99109. * Defines the current inertia value used during panning of the camera along the X axis.
  99110. */
  99111. inertialPanningX: number;
  99112. /**
  99113. * Defines the current inertia value used during panning of the camera along the Y axis.
  99114. */
  99115. inertialPanningY: number;
  99116. /**
  99117. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99118. * Basically if your fingers moves away from more than this distance you will be considered
  99119. * in pinch mode.
  99120. */
  99121. pinchToPanMaxDistance: number;
  99122. /**
  99123. * Defines the maximum distance the camera can pan.
  99124. * This could help keeping the cammera always in your scene.
  99125. */
  99126. panningDistanceLimit: Nullable<number>;
  99127. /**
  99128. * Defines the target of the camera before paning.
  99129. */
  99130. panningOriginTarget: Vector3;
  99131. /**
  99132. * Defines the value of the inertia used during panning.
  99133. * 0 would mean stop inertia and one would mean no decelleration at all.
  99134. */
  99135. panningInertia: number;
  99136. /**
  99137. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99138. */
  99139. angularSensibilityX: number;
  99140. /**
  99141. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99142. */
  99143. angularSensibilityY: number;
  99144. /**
  99145. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99146. */
  99147. pinchPrecision: number;
  99148. /**
  99149. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99150. * It will be used instead of pinchDeltaPrecision if different from 0.
  99151. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99152. */
  99153. pinchDeltaPercentage: number;
  99154. /**
  99155. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99156. */
  99157. panningSensibility: number;
  99158. /**
  99159. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99160. */
  99161. keysUp: number[];
  99162. /**
  99163. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99164. */
  99165. keysDown: number[];
  99166. /**
  99167. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  99168. */
  99169. keysLeft: number[];
  99170. /**
  99171. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  99172. */
  99173. keysRight: number[];
  99174. /**
  99175. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99176. */
  99177. wheelPrecision: number;
  99178. /**
  99179. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  99180. * It will be used instead of pinchDeltaPrecision if different from 0.
  99181. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99182. */
  99183. wheelDeltaPercentage: number;
  99184. /**
  99185. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  99186. */
  99187. zoomOnFactor: number;
  99188. /**
  99189. * Defines a screen offset for the camera position.
  99190. */
  99191. targetScreenOffset: Vector2;
  99192. /**
  99193. * Allows the camera to be completely reversed.
  99194. * If false the camera can not arrive upside down.
  99195. */
  99196. allowUpsideDown: boolean;
  99197. /**
  99198. * Define if double tap/click is used to restore the previously saved state of the camera.
  99199. */
  99200. useInputToRestoreState: boolean;
  99201. /** @hidden */
  99202. _viewMatrix: Matrix;
  99203. /** @hidden */
  99204. _useCtrlForPanning: boolean;
  99205. /** @hidden */
  99206. _panningMouseButton: number;
  99207. /**
  99208. * Defines the input associated to the camera.
  99209. */
  99210. inputs: ArcRotateCameraInputsManager;
  99211. /** @hidden */
  99212. _reset: () => void;
  99213. /**
  99214. * Defines the allowed panning axis.
  99215. */
  99216. panningAxis: Vector3;
  99217. protected _localDirection: Vector3;
  99218. protected _transformedDirection: Vector3;
  99219. private _bouncingBehavior;
  99220. /**
  99221. * Gets the bouncing behavior of the camera if it has been enabled.
  99222. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99223. */
  99224. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  99225. /**
  99226. * Defines if the bouncing behavior of the camera is enabled on the camera.
  99227. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99228. */
  99229. useBouncingBehavior: boolean;
  99230. private _framingBehavior;
  99231. /**
  99232. * Gets the framing behavior of the camera if it has been enabled.
  99233. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99234. */
  99235. readonly framingBehavior: Nullable<FramingBehavior>;
  99236. /**
  99237. * Defines if the framing behavior of the camera is enabled on the camera.
  99238. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99239. */
  99240. useFramingBehavior: boolean;
  99241. private _autoRotationBehavior;
  99242. /**
  99243. * Gets the auto rotation behavior of the camera if it has been enabled.
  99244. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99245. */
  99246. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  99247. /**
  99248. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  99249. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99250. */
  99251. useAutoRotationBehavior: boolean;
  99252. /**
  99253. * Observable triggered when the mesh target has been changed on the camera.
  99254. */
  99255. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  99256. /**
  99257. * Event raised when the camera is colliding with a mesh.
  99258. */
  99259. onCollide: (collidedMesh: AbstractMesh) => void;
  99260. /**
  99261. * Defines whether the camera should check collision with the objects oh the scene.
  99262. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  99263. */
  99264. checkCollisions: boolean;
  99265. /**
  99266. * Defines the collision radius of the camera.
  99267. * This simulates a sphere around the camera.
  99268. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  99269. */
  99270. collisionRadius: Vector3;
  99271. protected _collider: Collider;
  99272. protected _previousPosition: Vector3;
  99273. protected _collisionVelocity: Vector3;
  99274. protected _newPosition: Vector3;
  99275. protected _previousAlpha: number;
  99276. protected _previousBeta: number;
  99277. protected _previousRadius: number;
  99278. protected _collisionTriggered: boolean;
  99279. protected _targetBoundingCenter: Nullable<Vector3>;
  99280. private _computationVector;
  99281. /**
  99282. * Instantiates a new ArcRotateCamera in a given scene
  99283. * @param name Defines the name of the camera
  99284. * @param alpha Defines the camera rotation along the logitudinal axis
  99285. * @param beta Defines the camera rotation along the latitudinal axis
  99286. * @param radius Defines the camera distance from its target
  99287. * @param target Defines the camera target
  99288. * @param scene Defines the scene the camera belongs to
  99289. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  99290. */
  99291. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  99292. /** @hidden */
  99293. _initCache(): void;
  99294. /** @hidden */
  99295. _updateCache(ignoreParentClass?: boolean): void;
  99296. protected _getTargetPosition(): Vector3;
  99297. private _storedAlpha;
  99298. private _storedBeta;
  99299. private _storedRadius;
  99300. private _storedTarget;
  99301. /**
  99302. * Stores the current state of the camera (alpha, beta, radius and target)
  99303. * @returns the camera itself
  99304. */
  99305. storeState(): Camera;
  99306. /**
  99307. * @hidden
  99308. * Restored camera state. You must call storeState() first
  99309. */
  99310. _restoreStateValues(): boolean;
  99311. /** @hidden */
  99312. _isSynchronizedViewMatrix(): boolean;
  99313. /**
  99314. * Attached controls to the current camera.
  99315. * @param element Defines the element the controls should be listened from
  99316. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99317. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  99318. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  99319. */
  99320. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  99321. /**
  99322. * Detach the current controls from the camera.
  99323. * The camera will stop reacting to inputs.
  99324. * @param element Defines the element to stop listening the inputs from
  99325. */
  99326. detachControl(element: HTMLElement): void;
  99327. /** @hidden */
  99328. _checkInputs(): void;
  99329. protected _checkLimits(): void;
  99330. /**
  99331. * Rebuilds angles (alpha, beta) and radius from the give position and target
  99332. */
  99333. rebuildAnglesAndRadius(): void;
  99334. /**
  99335. * Use a position to define the current camera related information like aplha, beta and radius
  99336. * @param position Defines the position to set the camera at
  99337. */
  99338. setPosition(position: Vector3): void;
  99339. /**
  99340. * Defines the target the camera should look at.
  99341. * This will automatically adapt alpha beta and radius to fit within the new target.
  99342. * @param target Defines the new target as a Vector or a mesh
  99343. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  99344. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  99345. */
  99346. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  99347. /** @hidden */
  99348. _getViewMatrix(): Matrix;
  99349. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  99350. /**
  99351. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  99352. * @param meshes Defines the mesh to zoom on
  99353. * @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)
  99354. */
  99355. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  99356. /**
  99357. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  99358. * The target will be changed but the radius
  99359. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  99360. * @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)
  99361. */
  99362. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  99363. min: Vector3;
  99364. max: Vector3;
  99365. distance: number;
  99366. }, doNotUpdateMaxZ?: boolean): void;
  99367. /**
  99368. * @override
  99369. * Override Camera.createRigCamera
  99370. */
  99371. createRigCamera(name: string, cameraIndex: number): Camera;
  99372. /**
  99373. * @hidden
  99374. * @override
  99375. * Override Camera._updateRigCameras
  99376. */
  99377. _updateRigCameras(): void;
  99378. /**
  99379. * Destroy the camera and release the current resources hold by it.
  99380. */
  99381. dispose(): void;
  99382. /**
  99383. * Gets the current object class name.
  99384. * @return the class name
  99385. */
  99386. getClassName(): string;
  99387. }
  99388. }
  99389. declare module BABYLON {
  99390. /**
  99391. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  99392. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99393. */
  99394. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  99395. /**
  99396. * Gets the name of the behavior.
  99397. */
  99398. readonly name: string;
  99399. private _zoomStopsAnimation;
  99400. private _idleRotationSpeed;
  99401. private _idleRotationWaitTime;
  99402. private _idleRotationSpinupTime;
  99403. /**
  99404. * Sets the flag that indicates if user zooming should stop animation.
  99405. */
  99406. /**
  99407. * Gets the flag that indicates if user zooming should stop animation.
  99408. */
  99409. zoomStopsAnimation: boolean;
  99410. /**
  99411. * Sets the default speed at which the camera rotates around the model.
  99412. */
  99413. /**
  99414. * Gets the default speed at which the camera rotates around the model.
  99415. */
  99416. idleRotationSpeed: number;
  99417. /**
  99418. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  99419. */
  99420. /**
  99421. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  99422. */
  99423. idleRotationWaitTime: number;
  99424. /**
  99425. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99426. */
  99427. /**
  99428. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99429. */
  99430. idleRotationSpinupTime: number;
  99431. /**
  99432. * Gets a value indicating if the camera is currently rotating because of this behavior
  99433. */
  99434. readonly rotationInProgress: boolean;
  99435. private _onPrePointerObservableObserver;
  99436. private _onAfterCheckInputsObserver;
  99437. private _attachedCamera;
  99438. private _isPointerDown;
  99439. private _lastFrameTime;
  99440. private _lastInteractionTime;
  99441. private _cameraRotationSpeed;
  99442. /**
  99443. * Initializes the behavior.
  99444. */
  99445. init(): void;
  99446. /**
  99447. * Attaches the behavior to its arc rotate camera.
  99448. * @param camera Defines the camera to attach the behavior to
  99449. */
  99450. attach(camera: ArcRotateCamera): void;
  99451. /**
  99452. * Detaches the behavior from its current arc rotate camera.
  99453. */
  99454. detach(): void;
  99455. /**
  99456. * Returns true if user is scrolling.
  99457. * @return true if user is scrolling.
  99458. */
  99459. private _userIsZooming;
  99460. private _lastFrameRadius;
  99461. private _shouldAnimationStopForInteraction;
  99462. /**
  99463. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99464. */
  99465. private _applyUserInteraction;
  99466. private _userIsMoving;
  99467. }
  99468. }
  99469. declare module BABYLON {
  99470. /**
  99471. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  99472. */
  99473. export class AttachToBoxBehavior implements Behavior<Mesh> {
  99474. private ui;
  99475. /**
  99476. * The name of the behavior
  99477. */
  99478. name: string;
  99479. /**
  99480. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  99481. */
  99482. distanceAwayFromFace: number;
  99483. /**
  99484. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  99485. */
  99486. distanceAwayFromBottomOfFace: number;
  99487. private _faceVectors;
  99488. private _target;
  99489. private _scene;
  99490. private _onRenderObserver;
  99491. private _tmpMatrix;
  99492. private _tmpVector;
  99493. /**
  99494. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  99495. * @param ui The transform node that should be attched to the mesh
  99496. */
  99497. constructor(ui: TransformNode);
  99498. /**
  99499. * Initializes the behavior
  99500. */
  99501. init(): void;
  99502. private _closestFace;
  99503. private _zeroVector;
  99504. private _lookAtTmpMatrix;
  99505. private _lookAtToRef;
  99506. /**
  99507. * Attaches the AttachToBoxBehavior to the passed in mesh
  99508. * @param target The mesh that the specified node will be attached to
  99509. */
  99510. attach(target: Mesh): void;
  99511. /**
  99512. * Detaches the behavior from the mesh
  99513. */
  99514. detach(): void;
  99515. }
  99516. }
  99517. declare module BABYLON {
  99518. /**
  99519. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  99520. */
  99521. export class FadeInOutBehavior implements Behavior<Mesh> {
  99522. /**
  99523. * Time in milliseconds to delay before fading in (Default: 0)
  99524. */
  99525. delay: number;
  99526. /**
  99527. * Time in milliseconds for the mesh to fade in (Default: 300)
  99528. */
  99529. fadeInTime: number;
  99530. private _millisecondsPerFrame;
  99531. private _hovered;
  99532. private _hoverValue;
  99533. private _ownerNode;
  99534. /**
  99535. * Instatiates the FadeInOutBehavior
  99536. */
  99537. constructor();
  99538. /**
  99539. * The name of the behavior
  99540. */
  99541. readonly name: string;
  99542. /**
  99543. * Initializes the behavior
  99544. */
  99545. init(): void;
  99546. /**
  99547. * Attaches the fade behavior on the passed in mesh
  99548. * @param ownerNode The mesh that will be faded in/out once attached
  99549. */
  99550. attach(ownerNode: Mesh): void;
  99551. /**
  99552. * Detaches the behavior from the mesh
  99553. */
  99554. detach(): void;
  99555. /**
  99556. * Triggers the mesh to begin fading in or out
  99557. * @param value if the object should fade in or out (true to fade in)
  99558. */
  99559. fadeIn(value: boolean): void;
  99560. private _update;
  99561. private _setAllVisibility;
  99562. }
  99563. }
  99564. declare module BABYLON {
  99565. /**
  99566. * Class containing a set of static utilities functions for managing Pivots
  99567. * @hidden
  99568. */
  99569. export class PivotTools {
  99570. private static _PivotCached;
  99571. private static _OldPivotPoint;
  99572. private static _PivotTranslation;
  99573. private static _PivotTmpVector;
  99574. /** @hidden */
  99575. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  99576. /** @hidden */
  99577. static _RestorePivotPoint(mesh: AbstractMesh): void;
  99578. }
  99579. }
  99580. declare module BABYLON {
  99581. /**
  99582. * Class containing static functions to help procedurally build meshes
  99583. */
  99584. export class PlaneBuilder {
  99585. /**
  99586. * Creates a plane mesh
  99587. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  99588. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  99589. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  99590. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  99591. * * If you create a double-sided mesh, you can choose what parts of 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
  99592. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  99593. * @param name defines the name of the mesh
  99594. * @param options defines the options used to create the mesh
  99595. * @param scene defines the hosting scene
  99596. * @returns the plane mesh
  99597. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  99598. */
  99599. static CreatePlane(name: string, options: {
  99600. size?: number;
  99601. width?: number;
  99602. height?: number;
  99603. sideOrientation?: number;
  99604. frontUVs?: Vector4;
  99605. backUVs?: Vector4;
  99606. updatable?: boolean;
  99607. sourcePlane?: Plane;
  99608. }, scene?: Nullable<Scene>): Mesh;
  99609. }
  99610. }
  99611. declare module BABYLON {
  99612. /**
  99613. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  99614. */
  99615. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  99616. private static _AnyMouseID;
  99617. /**
  99618. * Abstract mesh the behavior is set on
  99619. */
  99620. attachedNode: AbstractMesh;
  99621. private _dragPlane;
  99622. private _scene;
  99623. private _pointerObserver;
  99624. private _beforeRenderObserver;
  99625. private static _planeScene;
  99626. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  99627. /**
  99628. * 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)
  99629. */
  99630. maxDragAngle: number;
  99631. /**
  99632. * @hidden
  99633. */
  99634. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  99635. /**
  99636. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  99637. */
  99638. currentDraggingPointerID: number;
  99639. /**
  99640. * The last position where the pointer hit the drag plane in world space
  99641. */
  99642. lastDragPosition: Vector3;
  99643. /**
  99644. * If the behavior is currently in a dragging state
  99645. */
  99646. dragging: boolean;
  99647. /**
  99648. * 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)
  99649. */
  99650. dragDeltaRatio: number;
  99651. /**
  99652. * If the drag plane orientation should be updated during the dragging (Default: true)
  99653. */
  99654. updateDragPlane: boolean;
  99655. private _debugMode;
  99656. private _moving;
  99657. /**
  99658. * Fires each time the attached mesh is dragged with the pointer
  99659. * * delta between last drag position and current drag position in world space
  99660. * * dragDistance along the drag axis
  99661. * * dragPlaneNormal normal of the current drag plane used during the drag
  99662. * * dragPlanePoint in world space where the drag intersects the drag plane
  99663. */
  99664. onDragObservable: Observable<{
  99665. delta: Vector3;
  99666. dragPlanePoint: Vector3;
  99667. dragPlaneNormal: Vector3;
  99668. dragDistance: number;
  99669. pointerId: number;
  99670. }>;
  99671. /**
  99672. * Fires each time a drag begins (eg. mouse down on mesh)
  99673. */
  99674. onDragStartObservable: Observable<{
  99675. dragPlanePoint: Vector3;
  99676. pointerId: number;
  99677. }>;
  99678. /**
  99679. * Fires each time a drag ends (eg. mouse release after drag)
  99680. */
  99681. onDragEndObservable: Observable<{
  99682. dragPlanePoint: Vector3;
  99683. pointerId: number;
  99684. }>;
  99685. /**
  99686. * If the attached mesh should be moved when dragged
  99687. */
  99688. moveAttached: boolean;
  99689. /**
  99690. * If the drag behavior will react to drag events (Default: true)
  99691. */
  99692. enabled: boolean;
  99693. /**
  99694. * If pointer events should start and release the drag (Default: true)
  99695. */
  99696. startAndReleaseDragOnPointerEvents: boolean;
  99697. /**
  99698. * If camera controls should be detached during the drag
  99699. */
  99700. detachCameraControls: boolean;
  99701. /**
  99702. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  99703. */
  99704. useObjectOrienationForDragging: boolean;
  99705. private _options;
  99706. /**
  99707. * Creates a pointer drag behavior that can be attached to a mesh
  99708. * @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)
  99709. */
  99710. constructor(options?: {
  99711. dragAxis?: Vector3;
  99712. dragPlaneNormal?: Vector3;
  99713. });
  99714. /**
  99715. * Predicate to determine if it is valid to move the object to a new position when it is moved
  99716. */
  99717. validateDrag: (targetPosition: Vector3) => boolean;
  99718. /**
  99719. * The name of the behavior
  99720. */
  99721. readonly name: string;
  99722. /**
  99723. * Initializes the behavior
  99724. */
  99725. init(): void;
  99726. private _tmpVector;
  99727. private _alternatePickedPoint;
  99728. private _worldDragAxis;
  99729. private _targetPosition;
  99730. private _attachedElement;
  99731. /**
  99732. * Attaches the drag behavior the passed in mesh
  99733. * @param ownerNode The mesh that will be dragged around once attached
  99734. */
  99735. attach(ownerNode: AbstractMesh): void;
  99736. /**
  99737. * Force relase the drag action by code.
  99738. */
  99739. releaseDrag(): void;
  99740. private _startDragRay;
  99741. private _lastPointerRay;
  99742. /**
  99743. * Simulates the start of a pointer drag event on the behavior
  99744. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  99745. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  99746. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  99747. */
  99748. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  99749. private _startDrag;
  99750. private _dragDelta;
  99751. private _moveDrag;
  99752. private _pickWithRayOnDragPlane;
  99753. private _pointA;
  99754. private _pointB;
  99755. private _pointC;
  99756. private _lineA;
  99757. private _lineB;
  99758. private _localAxis;
  99759. private _lookAt;
  99760. private _updateDragPlanePosition;
  99761. /**
  99762. * Detaches the behavior from the mesh
  99763. */
  99764. detach(): void;
  99765. }
  99766. }
  99767. declare module BABYLON {
  99768. /**
  99769. * A behavior that when attached to a mesh will allow the mesh to be scaled
  99770. */
  99771. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  99772. private _dragBehaviorA;
  99773. private _dragBehaviorB;
  99774. private _startDistance;
  99775. private _initialScale;
  99776. private _targetScale;
  99777. private _ownerNode;
  99778. private _sceneRenderObserver;
  99779. /**
  99780. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  99781. */
  99782. constructor();
  99783. /**
  99784. * The name of the behavior
  99785. */
  99786. readonly name: string;
  99787. /**
  99788. * Initializes the behavior
  99789. */
  99790. init(): void;
  99791. private _getCurrentDistance;
  99792. /**
  99793. * Attaches the scale behavior the passed in mesh
  99794. * @param ownerNode The mesh that will be scaled around once attached
  99795. */
  99796. attach(ownerNode: Mesh): void;
  99797. /**
  99798. * Detaches the behavior from the mesh
  99799. */
  99800. detach(): void;
  99801. }
  99802. }
  99803. declare module BABYLON {
  99804. /**
  99805. * 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
  99806. */
  99807. export class SixDofDragBehavior implements Behavior<Mesh> {
  99808. private static _virtualScene;
  99809. private _ownerNode;
  99810. private _sceneRenderObserver;
  99811. private _scene;
  99812. private _targetPosition;
  99813. private _virtualOriginMesh;
  99814. private _virtualDragMesh;
  99815. private _pointerObserver;
  99816. private _moving;
  99817. private _startingOrientation;
  99818. /**
  99819. * 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)
  99820. */
  99821. private zDragFactor;
  99822. /**
  99823. * If the object should rotate to face the drag origin
  99824. */
  99825. rotateDraggedObject: boolean;
  99826. /**
  99827. * If the behavior is currently in a dragging state
  99828. */
  99829. dragging: boolean;
  99830. /**
  99831. * 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)
  99832. */
  99833. dragDeltaRatio: number;
  99834. /**
  99835. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  99836. */
  99837. currentDraggingPointerID: number;
  99838. /**
  99839. * If camera controls should be detached during the drag
  99840. */
  99841. detachCameraControls: boolean;
  99842. /**
  99843. * Fires each time a drag starts
  99844. */
  99845. onDragStartObservable: Observable<{}>;
  99846. /**
  99847. * Fires each time a drag ends (eg. mouse release after drag)
  99848. */
  99849. onDragEndObservable: Observable<{}>;
  99850. /**
  99851. * 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
  99852. */
  99853. constructor();
  99854. /**
  99855. * The name of the behavior
  99856. */
  99857. readonly name: string;
  99858. /**
  99859. * Initializes the behavior
  99860. */
  99861. init(): void;
  99862. /**
  99863. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  99864. */
  99865. private readonly _pointerCamera;
  99866. /**
  99867. * Attaches the scale behavior the passed in mesh
  99868. * @param ownerNode The mesh that will be scaled around once attached
  99869. */
  99870. attach(ownerNode: Mesh): void;
  99871. /**
  99872. * Detaches the behavior from the mesh
  99873. */
  99874. detach(): void;
  99875. }
  99876. }
  99877. declare module BABYLON {
  99878. /**
  99879. * Class used to apply inverse kinematics to bones
  99880. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  99881. */
  99882. export class BoneIKController {
  99883. private static _tmpVecs;
  99884. private static _tmpQuat;
  99885. private static _tmpMats;
  99886. /**
  99887. * Gets or sets the target mesh
  99888. */
  99889. targetMesh: AbstractMesh;
  99890. /** Gets or sets the mesh used as pole */
  99891. poleTargetMesh: AbstractMesh;
  99892. /**
  99893. * Gets or sets the bone used as pole
  99894. */
  99895. poleTargetBone: Nullable<Bone>;
  99896. /**
  99897. * Gets or sets the target position
  99898. */
  99899. targetPosition: Vector3;
  99900. /**
  99901. * Gets or sets the pole target position
  99902. */
  99903. poleTargetPosition: Vector3;
  99904. /**
  99905. * Gets or sets the pole target local offset
  99906. */
  99907. poleTargetLocalOffset: Vector3;
  99908. /**
  99909. * Gets or sets the pole angle
  99910. */
  99911. poleAngle: number;
  99912. /**
  99913. * Gets or sets the mesh associated with the controller
  99914. */
  99915. mesh: AbstractMesh;
  99916. /**
  99917. * 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)
  99918. */
  99919. slerpAmount: number;
  99920. private _bone1Quat;
  99921. private _bone1Mat;
  99922. private _bone2Ang;
  99923. private _bone1;
  99924. private _bone2;
  99925. private _bone1Length;
  99926. private _bone2Length;
  99927. private _maxAngle;
  99928. private _maxReach;
  99929. private _rightHandedSystem;
  99930. private _bendAxis;
  99931. private _slerping;
  99932. private _adjustRoll;
  99933. /**
  99934. * Gets or sets maximum allowed angle
  99935. */
  99936. maxAngle: number;
  99937. /**
  99938. * Creates a new BoneIKController
  99939. * @param mesh defines the mesh to control
  99940. * @param bone defines the bone to control
  99941. * @param options defines options to set up the controller
  99942. */
  99943. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  99944. targetMesh?: AbstractMesh;
  99945. poleTargetMesh?: AbstractMesh;
  99946. poleTargetBone?: Bone;
  99947. poleTargetLocalOffset?: Vector3;
  99948. poleAngle?: number;
  99949. bendAxis?: Vector3;
  99950. maxAngle?: number;
  99951. slerpAmount?: number;
  99952. });
  99953. private _setMaxAngle;
  99954. /**
  99955. * Force the controller to update the bones
  99956. */
  99957. update(): void;
  99958. }
  99959. }
  99960. declare module BABYLON {
  99961. /**
  99962. * Class used to make a bone look toward a point in space
  99963. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  99964. */
  99965. export class BoneLookController {
  99966. private static _tmpVecs;
  99967. private static _tmpQuat;
  99968. private static _tmpMats;
  99969. /**
  99970. * The target Vector3 that the bone will look at
  99971. */
  99972. target: Vector3;
  99973. /**
  99974. * The mesh that the bone is attached to
  99975. */
  99976. mesh: AbstractMesh;
  99977. /**
  99978. * The bone that will be looking to the target
  99979. */
  99980. bone: Bone;
  99981. /**
  99982. * The up axis of the coordinate system that is used when the bone is rotated
  99983. */
  99984. upAxis: Vector3;
  99985. /**
  99986. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  99987. */
  99988. upAxisSpace: Space;
  99989. /**
  99990. * Used to make an adjustment to the yaw of the bone
  99991. */
  99992. adjustYaw: number;
  99993. /**
  99994. * Used to make an adjustment to the pitch of the bone
  99995. */
  99996. adjustPitch: number;
  99997. /**
  99998. * Used to make an adjustment to the roll of the bone
  99999. */
  100000. adjustRoll: number;
  100001. /**
  100002. * 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)
  100003. */
  100004. slerpAmount: number;
  100005. private _minYaw;
  100006. private _maxYaw;
  100007. private _minPitch;
  100008. private _maxPitch;
  100009. private _minYawSin;
  100010. private _minYawCos;
  100011. private _maxYawSin;
  100012. private _maxYawCos;
  100013. private _midYawConstraint;
  100014. private _minPitchTan;
  100015. private _maxPitchTan;
  100016. private _boneQuat;
  100017. private _slerping;
  100018. private _transformYawPitch;
  100019. private _transformYawPitchInv;
  100020. private _firstFrameSkipped;
  100021. private _yawRange;
  100022. private _fowardAxis;
  100023. /**
  100024. * Gets or sets the minimum yaw angle that the bone can look to
  100025. */
  100026. minYaw: number;
  100027. /**
  100028. * Gets or sets the maximum yaw angle that the bone can look to
  100029. */
  100030. maxYaw: number;
  100031. /**
  100032. * Gets or sets the minimum pitch angle that the bone can look to
  100033. */
  100034. minPitch: number;
  100035. /**
  100036. * Gets or sets the maximum pitch angle that the bone can look to
  100037. */
  100038. maxPitch: number;
  100039. /**
  100040. * Create a BoneLookController
  100041. * @param mesh the mesh that the bone belongs to
  100042. * @param bone the bone that will be looking to the target
  100043. * @param target the target Vector3 to look at
  100044. * @param options optional settings:
  100045. * * maxYaw: the maximum angle the bone will yaw to
  100046. * * minYaw: the minimum angle the bone will yaw to
  100047. * * maxPitch: the maximum angle the bone will pitch to
  100048. * * minPitch: the minimum angle the bone will yaw to
  100049. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100050. * * upAxis: the up axis of the coordinate system
  100051. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100052. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100053. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100054. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100055. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100056. * * adjustRoll: used to make an adjustment to the roll of the bone
  100057. **/
  100058. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100059. maxYaw?: number;
  100060. minYaw?: number;
  100061. maxPitch?: number;
  100062. minPitch?: number;
  100063. slerpAmount?: number;
  100064. upAxis?: Vector3;
  100065. upAxisSpace?: Space;
  100066. yawAxis?: Vector3;
  100067. pitchAxis?: Vector3;
  100068. adjustYaw?: number;
  100069. adjustPitch?: number;
  100070. adjustRoll?: number;
  100071. });
  100072. /**
  100073. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100074. */
  100075. update(): void;
  100076. private _getAngleDiff;
  100077. private _getAngleBetween;
  100078. private _isAngleBetween;
  100079. }
  100080. }
  100081. declare module BABYLON {
  100082. /**
  100083. * Manage the gamepad inputs to control an arc rotate camera.
  100084. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100085. */
  100086. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100087. /**
  100088. * Defines the camera the input is attached to.
  100089. */
  100090. camera: ArcRotateCamera;
  100091. /**
  100092. * Defines the gamepad the input is gathering event from.
  100093. */
  100094. gamepad: Nullable<Gamepad>;
  100095. /**
  100096. * Defines the gamepad rotation sensiblity.
  100097. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100098. */
  100099. gamepadRotationSensibility: number;
  100100. /**
  100101. * Defines the gamepad move sensiblity.
  100102. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100103. */
  100104. gamepadMoveSensibility: number;
  100105. private _onGamepadConnectedObserver;
  100106. private _onGamepadDisconnectedObserver;
  100107. /**
  100108. * Attach the input controls to a specific dom element to get the input from.
  100109. * @param element Defines the element the controls should be listened from
  100110. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100111. */
  100112. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100113. /**
  100114. * Detach the current controls from the specified dom element.
  100115. * @param element Defines the element to stop listening the inputs from
  100116. */
  100117. detachControl(element: Nullable<HTMLElement>): void;
  100118. /**
  100119. * Update the current camera state depending on the inputs that have been used this frame.
  100120. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100121. */
  100122. checkInputs(): void;
  100123. /**
  100124. * Gets the class name of the current intput.
  100125. * @returns the class name
  100126. */
  100127. getClassName(): string;
  100128. /**
  100129. * Get the friendly name associated with the input class.
  100130. * @returns the input friendly name
  100131. */
  100132. getSimpleName(): string;
  100133. }
  100134. }
  100135. declare module BABYLON {
  100136. interface ArcRotateCameraInputsManager {
  100137. /**
  100138. * Add orientation input support to the input manager.
  100139. * @returns the current input manager
  100140. */
  100141. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100142. }
  100143. /**
  100144. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100145. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100146. */
  100147. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100148. /**
  100149. * Defines the camera the input is attached to.
  100150. */
  100151. camera: ArcRotateCamera;
  100152. /**
  100153. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100154. */
  100155. alphaCorrection: number;
  100156. /**
  100157. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100158. */
  100159. gammaCorrection: number;
  100160. private _alpha;
  100161. private _gamma;
  100162. private _dirty;
  100163. private _deviceOrientationHandler;
  100164. /**
  100165. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100166. */
  100167. constructor();
  100168. /**
  100169. * Attach the input controls to a specific dom element to get the input from.
  100170. * @param element Defines the element the controls should be listened from
  100171. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100172. */
  100173. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100174. /** @hidden */
  100175. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  100176. /**
  100177. * Update the current camera state depending on the inputs that have been used this frame.
  100178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100179. */
  100180. checkInputs(): void;
  100181. /**
  100182. * Detach the current controls from the specified dom element.
  100183. * @param element Defines the element to stop listening the inputs from
  100184. */
  100185. detachControl(element: Nullable<HTMLElement>): void;
  100186. /**
  100187. * Gets the class name of the current intput.
  100188. * @returns the class name
  100189. */
  100190. getClassName(): string;
  100191. /**
  100192. * Get the friendly name associated with the input class.
  100193. * @returns the input friendly name
  100194. */
  100195. getSimpleName(): string;
  100196. }
  100197. }
  100198. declare module BABYLON {
  100199. /**
  100200. * Listen to mouse events to control the camera.
  100201. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100202. */
  100203. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  100204. /**
  100205. * Defines the camera the input is attached to.
  100206. */
  100207. camera: FlyCamera;
  100208. /**
  100209. * Defines if touch is enabled. (Default is true.)
  100210. */
  100211. touchEnabled: boolean;
  100212. /**
  100213. * Defines the buttons associated with the input to handle camera rotation.
  100214. */
  100215. buttons: number[];
  100216. /**
  100217. * Assign buttons for Yaw control.
  100218. */
  100219. buttonsYaw: number[];
  100220. /**
  100221. * Assign buttons for Pitch control.
  100222. */
  100223. buttonsPitch: number[];
  100224. /**
  100225. * Assign buttons for Roll control.
  100226. */
  100227. buttonsRoll: number[];
  100228. /**
  100229. * Detect if any button is being pressed while mouse is moved.
  100230. * -1 = Mouse locked.
  100231. * 0 = Left button.
  100232. * 1 = Middle Button.
  100233. * 2 = Right Button.
  100234. */
  100235. activeButton: number;
  100236. /**
  100237. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  100238. * Higher values reduce its sensitivity.
  100239. */
  100240. angularSensibility: number;
  100241. private _mousemoveCallback;
  100242. private _observer;
  100243. private _rollObserver;
  100244. private previousPosition;
  100245. private noPreventDefault;
  100246. private element;
  100247. /**
  100248. * Listen to mouse events to control the camera.
  100249. * @param touchEnabled Define if touch is enabled. (Default is true.)
  100250. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100251. */
  100252. constructor(touchEnabled?: boolean);
  100253. /**
  100254. * Attach the mouse control to the HTML DOM element.
  100255. * @param element Defines the element that listens to the input events.
  100256. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  100257. */
  100258. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100259. /**
  100260. * Detach the current controls from the specified dom element.
  100261. * @param element Defines the element to stop listening the inputs from
  100262. */
  100263. detachControl(element: Nullable<HTMLElement>): void;
  100264. /**
  100265. * Gets the class name of the current input.
  100266. * @returns the class name.
  100267. */
  100268. getClassName(): string;
  100269. /**
  100270. * Get the friendly name associated with the input class.
  100271. * @returns the input's friendly name.
  100272. */
  100273. getSimpleName(): string;
  100274. private _pointerInput;
  100275. private _onMouseMove;
  100276. /**
  100277. * Rotate camera by mouse offset.
  100278. */
  100279. private rotateCamera;
  100280. }
  100281. }
  100282. declare module BABYLON {
  100283. /**
  100284. * Default Inputs manager for the FlyCamera.
  100285. * It groups all the default supported inputs for ease of use.
  100286. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100287. */
  100288. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  100289. /**
  100290. * Instantiates a new FlyCameraInputsManager.
  100291. * @param camera Defines the camera the inputs belong to.
  100292. */
  100293. constructor(camera: FlyCamera);
  100294. /**
  100295. * Add keyboard input support to the input manager.
  100296. * @returns the new FlyCameraKeyboardMoveInput().
  100297. */
  100298. addKeyboard(): FlyCameraInputsManager;
  100299. /**
  100300. * Add mouse input support to the input manager.
  100301. * @param touchEnabled Enable touch screen support.
  100302. * @returns the new FlyCameraMouseInput().
  100303. */
  100304. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  100305. }
  100306. }
  100307. declare module BABYLON {
  100308. /**
  100309. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100310. * such as in a 3D Space Shooter or a Flight Simulator.
  100311. */
  100312. export class FlyCamera extends TargetCamera {
  100313. /**
  100314. * Define the collision ellipsoid of the camera.
  100315. * This is helpful for simulating a camera body, like a player's body.
  100316. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100317. */
  100318. ellipsoid: Vector3;
  100319. /**
  100320. * Define an offset for the position of the ellipsoid around the camera.
  100321. * This can be helpful if the camera is attached away from the player's body center,
  100322. * such as at its head.
  100323. */
  100324. ellipsoidOffset: Vector3;
  100325. /**
  100326. * Enable or disable collisions of the camera with the rest of the scene objects.
  100327. */
  100328. checkCollisions: boolean;
  100329. /**
  100330. * Enable or disable gravity on the camera.
  100331. */
  100332. applyGravity: boolean;
  100333. /**
  100334. * Define the current direction the camera is moving to.
  100335. */
  100336. cameraDirection: Vector3;
  100337. /**
  100338. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  100339. * This overrides and empties cameraRotation.
  100340. */
  100341. rotationQuaternion: Quaternion;
  100342. /**
  100343. * Track Roll to maintain the wanted Rolling when looking around.
  100344. */
  100345. _trackRoll: number;
  100346. /**
  100347. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  100348. */
  100349. rollCorrect: number;
  100350. /**
  100351. * Mimic a banked turn, Rolling the camera when Yawing.
  100352. * It's recommended to use rollCorrect = 10 for faster banking correction.
  100353. */
  100354. bankedTurn: boolean;
  100355. /**
  100356. * Limit in radians for how much Roll banking will add. (Default: 90°)
  100357. */
  100358. bankedTurnLimit: number;
  100359. /**
  100360. * Value of 0 disables the banked Roll.
  100361. * Value of 1 is equal to the Yaw angle in radians.
  100362. */
  100363. bankedTurnMultiplier: number;
  100364. /**
  100365. * The inputs manager loads all the input sources, such as keyboard and mouse.
  100366. */
  100367. inputs: FlyCameraInputsManager;
  100368. /**
  100369. * Gets the input sensibility for mouse input.
  100370. * Higher values reduce sensitivity.
  100371. */
  100372. /**
  100373. * Sets the input sensibility for a mouse input.
  100374. * Higher values reduce sensitivity.
  100375. */
  100376. angularSensibility: number;
  100377. /**
  100378. * Get the keys for camera movement forward.
  100379. */
  100380. /**
  100381. * Set the keys for camera movement forward.
  100382. */
  100383. keysForward: number[];
  100384. /**
  100385. * Get the keys for camera movement backward.
  100386. */
  100387. keysBackward: number[];
  100388. /**
  100389. * Get the keys for camera movement up.
  100390. */
  100391. /**
  100392. * Set the keys for camera movement up.
  100393. */
  100394. keysUp: number[];
  100395. /**
  100396. * Get the keys for camera movement down.
  100397. */
  100398. /**
  100399. * Set the keys for camera movement down.
  100400. */
  100401. keysDown: number[];
  100402. /**
  100403. * Get the keys for camera movement left.
  100404. */
  100405. /**
  100406. * Set the keys for camera movement left.
  100407. */
  100408. keysLeft: number[];
  100409. /**
  100410. * Set the keys for camera movement right.
  100411. */
  100412. /**
  100413. * Set the keys for camera movement right.
  100414. */
  100415. keysRight: number[];
  100416. /**
  100417. * Event raised when the camera collides with a mesh in the scene.
  100418. */
  100419. onCollide: (collidedMesh: AbstractMesh) => void;
  100420. private _collider;
  100421. private _needMoveForGravity;
  100422. private _oldPosition;
  100423. private _diffPosition;
  100424. private _newPosition;
  100425. /** @hidden */
  100426. _localDirection: Vector3;
  100427. /** @hidden */
  100428. _transformedDirection: Vector3;
  100429. /**
  100430. * Instantiates a FlyCamera.
  100431. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100432. * such as in a 3D Space Shooter or a Flight Simulator.
  100433. * @param name Define the name of the camera in the scene.
  100434. * @param position Define the starting position of the camera in the scene.
  100435. * @param scene Define the scene the camera belongs to.
  100436. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  100437. */
  100438. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100439. /**
  100440. * Attach a control to the HTML DOM element.
  100441. * @param element Defines the element that listens to the input events.
  100442. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  100443. */
  100444. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100445. /**
  100446. * Detach a control from the HTML DOM element.
  100447. * The camera will stop reacting to that input.
  100448. * @param element Defines the element that listens to the input events.
  100449. */
  100450. detachControl(element: HTMLElement): void;
  100451. private _collisionMask;
  100452. /**
  100453. * Get the mask that the camera ignores in collision events.
  100454. */
  100455. /**
  100456. * Set the mask that the camera ignores in collision events.
  100457. */
  100458. collisionMask: number;
  100459. /** @hidden */
  100460. _collideWithWorld(displacement: Vector3): void;
  100461. /** @hidden */
  100462. private _onCollisionPositionChange;
  100463. /** @hidden */
  100464. _checkInputs(): void;
  100465. /** @hidden */
  100466. _decideIfNeedsToMove(): boolean;
  100467. /** @hidden */
  100468. _updatePosition(): void;
  100469. /**
  100470. * Restore the Roll to its target value at the rate specified.
  100471. * @param rate - Higher means slower restoring.
  100472. * @hidden
  100473. */
  100474. restoreRoll(rate: number): void;
  100475. /**
  100476. * Destroy the camera and release the current resources held by it.
  100477. */
  100478. dispose(): void;
  100479. /**
  100480. * Get the current object class name.
  100481. * @returns the class name.
  100482. */
  100483. getClassName(): string;
  100484. }
  100485. }
  100486. declare module BABYLON {
  100487. /**
  100488. * Listen to keyboard events to control the camera.
  100489. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100490. */
  100491. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  100492. /**
  100493. * Defines the camera the input is attached to.
  100494. */
  100495. camera: FlyCamera;
  100496. /**
  100497. * The list of keyboard keys used to control the forward move of the camera.
  100498. */
  100499. keysForward: number[];
  100500. /**
  100501. * The list of keyboard keys used to control the backward move of the camera.
  100502. */
  100503. keysBackward: number[];
  100504. /**
  100505. * The list of keyboard keys used to control the forward move of the camera.
  100506. */
  100507. keysUp: number[];
  100508. /**
  100509. * The list of keyboard keys used to control the backward move of the camera.
  100510. */
  100511. keysDown: number[];
  100512. /**
  100513. * The list of keyboard keys used to control the right strafe move of the camera.
  100514. */
  100515. keysRight: number[];
  100516. /**
  100517. * The list of keyboard keys used to control the left strafe move of the camera.
  100518. */
  100519. keysLeft: number[];
  100520. private _keys;
  100521. private _onCanvasBlurObserver;
  100522. private _onKeyboardObserver;
  100523. private _engine;
  100524. private _scene;
  100525. /**
  100526. * Attach the input controls to a specific dom element to get the input from.
  100527. * @param element Defines the element the controls should be listened from
  100528. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100529. */
  100530. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100531. /**
  100532. * Detach the current controls from the specified dom element.
  100533. * @param element Defines the element to stop listening the inputs from
  100534. */
  100535. detachControl(element: Nullable<HTMLElement>): void;
  100536. /**
  100537. * Gets the class name of the current intput.
  100538. * @returns the class name
  100539. */
  100540. getClassName(): string;
  100541. /** @hidden */
  100542. _onLostFocus(e: FocusEvent): void;
  100543. /**
  100544. * Get the friendly name associated with the input class.
  100545. * @returns the input friendly name
  100546. */
  100547. getSimpleName(): string;
  100548. /**
  100549. * Update the current camera state depending on the inputs that have been used this frame.
  100550. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100551. */
  100552. checkInputs(): void;
  100553. }
  100554. }
  100555. declare module BABYLON {
  100556. /**
  100557. * Manage the mouse wheel inputs to control a follow camera.
  100558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100559. */
  100560. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  100561. /**
  100562. * Defines the camera the input is attached to.
  100563. */
  100564. camera: FollowCamera;
  100565. /**
  100566. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  100567. */
  100568. axisControlRadius: boolean;
  100569. /**
  100570. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  100571. */
  100572. axisControlHeight: boolean;
  100573. /**
  100574. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  100575. */
  100576. axisControlRotation: boolean;
  100577. /**
  100578. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  100579. * relation to mouseWheel events.
  100580. */
  100581. wheelPrecision: number;
  100582. /**
  100583. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100584. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100585. */
  100586. wheelDeltaPercentage: number;
  100587. private _wheel;
  100588. private _observer;
  100589. /**
  100590. * Attach the input controls to a specific dom element to get the input from.
  100591. * @param element Defines the element the controls should be listened from
  100592. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100593. */
  100594. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100595. /**
  100596. * Detach the current controls from the specified dom element.
  100597. * @param element Defines the element to stop listening the inputs from
  100598. */
  100599. detachControl(element: Nullable<HTMLElement>): void;
  100600. /**
  100601. * Gets the class name of the current intput.
  100602. * @returns the class name
  100603. */
  100604. getClassName(): string;
  100605. /**
  100606. * Get the friendly name associated with the input class.
  100607. * @returns the input friendly name
  100608. */
  100609. getSimpleName(): string;
  100610. }
  100611. }
  100612. declare module BABYLON {
  100613. /**
  100614. * Manage the pointers inputs to control an follow camera.
  100615. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100616. */
  100617. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  100618. /**
  100619. * Defines the camera the input is attached to.
  100620. */
  100621. camera: FollowCamera;
  100622. /**
  100623. * Gets the class name of the current input.
  100624. * @returns the class name
  100625. */
  100626. getClassName(): string;
  100627. /**
  100628. * Defines the pointer angular sensibility along the X axis or how fast is
  100629. * the camera rotating.
  100630. * A negative number will reverse the axis direction.
  100631. */
  100632. angularSensibilityX: number;
  100633. /**
  100634. * Defines the pointer angular sensibility along the Y axis or how fast is
  100635. * the camera rotating.
  100636. * A negative number will reverse the axis direction.
  100637. */
  100638. angularSensibilityY: number;
  100639. /**
  100640. * Defines the pointer pinch precision or how fast is the camera zooming.
  100641. * A negative number will reverse the axis direction.
  100642. */
  100643. pinchPrecision: number;
  100644. /**
  100645. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100646. * from 0.
  100647. * It defines the percentage of current camera.radius to use as delta when
  100648. * pinch zoom is used.
  100649. */
  100650. pinchDeltaPercentage: number;
  100651. /**
  100652. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  100653. */
  100654. axisXControlRadius: boolean;
  100655. /**
  100656. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  100657. */
  100658. axisXControlHeight: boolean;
  100659. /**
  100660. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  100661. */
  100662. axisXControlRotation: boolean;
  100663. /**
  100664. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  100665. */
  100666. axisYControlRadius: boolean;
  100667. /**
  100668. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  100669. */
  100670. axisYControlHeight: boolean;
  100671. /**
  100672. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  100673. */
  100674. axisYControlRotation: boolean;
  100675. /**
  100676. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  100677. */
  100678. axisPinchControlRadius: boolean;
  100679. /**
  100680. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  100681. */
  100682. axisPinchControlHeight: boolean;
  100683. /**
  100684. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  100685. */
  100686. axisPinchControlRotation: boolean;
  100687. /**
  100688. * Log error messages if basic misconfiguration has occurred.
  100689. */
  100690. warningEnable: boolean;
  100691. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100692. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100693. private _warningCounter;
  100694. private _warning;
  100695. }
  100696. }
  100697. declare module BABYLON {
  100698. /**
  100699. * Default Inputs manager for the FollowCamera.
  100700. * It groups all the default supported inputs for ease of use.
  100701. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100702. */
  100703. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  100704. /**
  100705. * Instantiates a new FollowCameraInputsManager.
  100706. * @param camera Defines the camera the inputs belong to
  100707. */
  100708. constructor(camera: FollowCamera);
  100709. /**
  100710. * Add keyboard input support to the input manager.
  100711. * @returns the current input manager
  100712. */
  100713. addKeyboard(): FollowCameraInputsManager;
  100714. /**
  100715. * Add mouse wheel input support to the input manager.
  100716. * @returns the current input manager
  100717. */
  100718. addMouseWheel(): FollowCameraInputsManager;
  100719. /**
  100720. * Add pointers input support to the input manager.
  100721. * @returns the current input manager
  100722. */
  100723. addPointers(): FollowCameraInputsManager;
  100724. /**
  100725. * Add orientation input support to the input manager.
  100726. * @returns the current input manager
  100727. */
  100728. addVRDeviceOrientation(): FollowCameraInputsManager;
  100729. }
  100730. }
  100731. declare module BABYLON {
  100732. /**
  100733. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  100734. * an arc rotate version arcFollowCamera are available.
  100735. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  100736. */
  100737. export class FollowCamera extends TargetCamera {
  100738. /**
  100739. * Distance the follow camera should follow an object at
  100740. */
  100741. radius: number;
  100742. /**
  100743. * Minimum allowed distance of the camera to the axis of rotation
  100744. * (The camera can not get closer).
  100745. * This can help limiting how the Camera is able to move in the scene.
  100746. */
  100747. lowerRadiusLimit: Nullable<number>;
  100748. /**
  100749. * Maximum allowed distance of the camera to the axis of rotation
  100750. * (The camera can not get further).
  100751. * This can help limiting how the Camera is able to move in the scene.
  100752. */
  100753. upperRadiusLimit: Nullable<number>;
  100754. /**
  100755. * Define a rotation offset between the camera and the object it follows
  100756. */
  100757. rotationOffset: number;
  100758. /**
  100759. * Minimum allowed angle to camera position relative to target object.
  100760. * This can help limiting how the Camera is able to move in the scene.
  100761. */
  100762. lowerRotationOffsetLimit: Nullable<number>;
  100763. /**
  100764. * Maximum allowed angle to camera position relative to target object.
  100765. * This can help limiting how the Camera is able to move in the scene.
  100766. */
  100767. upperRotationOffsetLimit: Nullable<number>;
  100768. /**
  100769. * Define a height offset between the camera and the object it follows.
  100770. * It can help following an object from the top (like a car chaing a plane)
  100771. */
  100772. heightOffset: number;
  100773. /**
  100774. * Minimum allowed height of camera position relative to target object.
  100775. * This can help limiting how the Camera is able to move in the scene.
  100776. */
  100777. lowerHeightOffsetLimit: Nullable<number>;
  100778. /**
  100779. * Maximum allowed height of camera position relative to target object.
  100780. * This can help limiting how the Camera is able to move in the scene.
  100781. */
  100782. upperHeightOffsetLimit: Nullable<number>;
  100783. /**
  100784. * Define how fast the camera can accelerate to follow it s target.
  100785. */
  100786. cameraAcceleration: number;
  100787. /**
  100788. * Define the speed limit of the camera following an object.
  100789. */
  100790. maxCameraSpeed: number;
  100791. /**
  100792. * Define the target of the camera.
  100793. */
  100794. lockedTarget: Nullable<AbstractMesh>;
  100795. /**
  100796. * Defines the input associated with the camera.
  100797. */
  100798. inputs: FollowCameraInputsManager;
  100799. /**
  100800. * Instantiates the follow camera.
  100801. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  100802. * @param name Define the name of the camera in the scene
  100803. * @param position Define the position of the camera
  100804. * @param scene Define the scene the camera belong to
  100805. * @param lockedTarget Define the target of the camera
  100806. */
  100807. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  100808. private _follow;
  100809. /**
  100810. * Attached controls to the current camera.
  100811. * @param element Defines the element the controls should be listened from
  100812. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100813. */
  100814. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100815. /**
  100816. * Detach the current controls from the camera.
  100817. * The camera will stop reacting to inputs.
  100818. * @param element Defines the element to stop listening the inputs from
  100819. */
  100820. detachControl(element: HTMLElement): void;
  100821. /** @hidden */
  100822. _checkInputs(): void;
  100823. private _checkLimits;
  100824. /**
  100825. * Gets the camera class name.
  100826. * @returns the class name
  100827. */
  100828. getClassName(): string;
  100829. }
  100830. /**
  100831. * Arc Rotate version of the follow camera.
  100832. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  100833. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  100834. */
  100835. export class ArcFollowCamera extends TargetCamera {
  100836. /** The longitudinal angle of the camera */
  100837. alpha: number;
  100838. /** The latitudinal angle of the camera */
  100839. beta: number;
  100840. /** The radius of the camera from its target */
  100841. radius: number;
  100842. /** Define the camera target (the messh it should follow) */
  100843. target: Nullable<AbstractMesh>;
  100844. private _cartesianCoordinates;
  100845. /**
  100846. * Instantiates a new ArcFollowCamera
  100847. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  100848. * @param name Define the name of the camera
  100849. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  100850. * @param beta Define the rotation angle of the camera around the elevation axis
  100851. * @param radius Define the radius of the camera from its target point
  100852. * @param target Define the target of the camera
  100853. * @param scene Define the scene the camera belongs to
  100854. */
  100855. constructor(name: string,
  100856. /** The longitudinal angle of the camera */
  100857. alpha: number,
  100858. /** The latitudinal angle of the camera */
  100859. beta: number,
  100860. /** The radius of the camera from its target */
  100861. radius: number,
  100862. /** Define the camera target (the messh it should follow) */
  100863. target: Nullable<AbstractMesh>, scene: Scene);
  100864. private _follow;
  100865. /** @hidden */
  100866. _checkInputs(): void;
  100867. /**
  100868. * Returns the class name of the object.
  100869. * It is mostly used internally for serialization purposes.
  100870. */
  100871. getClassName(): string;
  100872. }
  100873. }
  100874. declare module BABYLON {
  100875. /**
  100876. * Manage the keyboard inputs to control the movement of a follow camera.
  100877. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100878. */
  100879. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  100880. /**
  100881. * Defines the camera the input is attached to.
  100882. */
  100883. camera: FollowCamera;
  100884. /**
  100885. * Defines the list of key codes associated with the up action (increase heightOffset)
  100886. */
  100887. keysHeightOffsetIncr: number[];
  100888. /**
  100889. * Defines the list of key codes associated with the down action (decrease heightOffset)
  100890. */
  100891. keysHeightOffsetDecr: number[];
  100892. /**
  100893. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  100894. */
  100895. keysHeightOffsetModifierAlt: boolean;
  100896. /**
  100897. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  100898. */
  100899. keysHeightOffsetModifierCtrl: boolean;
  100900. /**
  100901. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  100902. */
  100903. keysHeightOffsetModifierShift: boolean;
  100904. /**
  100905. * Defines the list of key codes associated with the left action (increase rotationOffset)
  100906. */
  100907. keysRotationOffsetIncr: number[];
  100908. /**
  100909. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  100910. */
  100911. keysRotationOffsetDecr: number[];
  100912. /**
  100913. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  100914. */
  100915. keysRotationOffsetModifierAlt: boolean;
  100916. /**
  100917. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  100918. */
  100919. keysRotationOffsetModifierCtrl: boolean;
  100920. /**
  100921. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  100922. */
  100923. keysRotationOffsetModifierShift: boolean;
  100924. /**
  100925. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  100926. */
  100927. keysRadiusIncr: number[];
  100928. /**
  100929. * Defines the list of key codes associated with the zoom-out action (increase radius)
  100930. */
  100931. keysRadiusDecr: number[];
  100932. /**
  100933. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  100934. */
  100935. keysRadiusModifierAlt: boolean;
  100936. /**
  100937. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  100938. */
  100939. keysRadiusModifierCtrl: boolean;
  100940. /**
  100941. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  100942. */
  100943. keysRadiusModifierShift: boolean;
  100944. /**
  100945. * Defines the rate of change of heightOffset.
  100946. */
  100947. heightSensibility: number;
  100948. /**
  100949. * Defines the rate of change of rotationOffset.
  100950. */
  100951. rotationSensibility: number;
  100952. /**
  100953. * Defines the rate of change of radius.
  100954. */
  100955. radiusSensibility: number;
  100956. private _keys;
  100957. private _ctrlPressed;
  100958. private _altPressed;
  100959. private _shiftPressed;
  100960. private _onCanvasBlurObserver;
  100961. private _onKeyboardObserver;
  100962. private _engine;
  100963. private _scene;
  100964. /**
  100965. * Attach the input controls to a specific dom element to get the input from.
  100966. * @param element Defines the element the controls should be listened from
  100967. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100968. */
  100969. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100970. /**
  100971. * Detach the current controls from the specified dom element.
  100972. * @param element Defines the element to stop listening the inputs from
  100973. */
  100974. detachControl(element: Nullable<HTMLElement>): void;
  100975. /**
  100976. * Update the current camera state depending on the inputs that have been used this frame.
  100977. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100978. */
  100979. checkInputs(): void;
  100980. /**
  100981. * Gets the class name of the current input.
  100982. * @returns the class name
  100983. */
  100984. getClassName(): string;
  100985. /**
  100986. * Get the friendly name associated with the input class.
  100987. * @returns the input friendly name
  100988. */
  100989. getSimpleName(): string;
  100990. /**
  100991. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  100992. * allow modification of the heightOffset value.
  100993. */
  100994. private _modifierHeightOffset;
  100995. /**
  100996. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  100997. * allow modification of the rotationOffset value.
  100998. */
  100999. private _modifierRotationOffset;
  101000. /**
  101001. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101002. * allow modification of the radius value.
  101003. */
  101004. private _modifierRadius;
  101005. }
  101006. }
  101007. declare module BABYLON {
  101008. interface FreeCameraInputsManager {
  101009. /**
  101010. * @hidden
  101011. */
  101012. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101013. /**
  101014. * Add orientation input support to the input manager.
  101015. * @returns the current input manager
  101016. */
  101017. addDeviceOrientation(): FreeCameraInputsManager;
  101018. }
  101019. /**
  101020. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101021. * Screen rotation is taken into account.
  101022. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101023. */
  101024. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101025. private _camera;
  101026. private _screenOrientationAngle;
  101027. private _constantTranform;
  101028. private _screenQuaternion;
  101029. private _alpha;
  101030. private _beta;
  101031. private _gamma;
  101032. /**
  101033. * Can be used to detect if a device orientation sensor is availible on a device
  101034. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101035. * @returns a promise that will resolve on orientation change
  101036. */
  101037. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101038. /**
  101039. * @hidden
  101040. */
  101041. _onDeviceOrientationChangedObservable: Observable<void>;
  101042. /**
  101043. * Instantiates a new input
  101044. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101045. */
  101046. constructor();
  101047. /**
  101048. * Define the camera controlled by the input.
  101049. */
  101050. camera: FreeCamera;
  101051. /**
  101052. * Attach the input controls to a specific dom element to get the input from.
  101053. * @param element Defines the element the controls should be listened from
  101054. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101055. */
  101056. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101057. private _orientationChanged;
  101058. private _deviceOrientation;
  101059. /**
  101060. * Detach the current controls from the specified dom element.
  101061. * @param element Defines the element to stop listening the inputs from
  101062. */
  101063. detachControl(element: Nullable<HTMLElement>): void;
  101064. /**
  101065. * Update the current camera state depending on the inputs that have been used this frame.
  101066. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101067. */
  101068. checkInputs(): void;
  101069. /**
  101070. * Gets the class name of the current intput.
  101071. * @returns the class name
  101072. */
  101073. getClassName(): string;
  101074. /**
  101075. * Get the friendly name associated with the input class.
  101076. * @returns the input friendly name
  101077. */
  101078. getSimpleName(): string;
  101079. }
  101080. }
  101081. declare module BABYLON {
  101082. /**
  101083. * Manage the gamepad inputs to control a free camera.
  101084. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101085. */
  101086. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101087. /**
  101088. * Define the camera the input is attached to.
  101089. */
  101090. camera: FreeCamera;
  101091. /**
  101092. * Define the Gamepad controlling the input
  101093. */
  101094. gamepad: Nullable<Gamepad>;
  101095. /**
  101096. * Defines the gamepad rotation sensiblity.
  101097. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101098. */
  101099. gamepadAngularSensibility: number;
  101100. /**
  101101. * Defines the gamepad move sensiblity.
  101102. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101103. */
  101104. gamepadMoveSensibility: number;
  101105. private _onGamepadConnectedObserver;
  101106. private _onGamepadDisconnectedObserver;
  101107. private _cameraTransform;
  101108. private _deltaTransform;
  101109. private _vector3;
  101110. private _vector2;
  101111. /**
  101112. * Attach the input controls to a specific dom element to get the input from.
  101113. * @param element Defines the element the controls should be listened from
  101114. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101115. */
  101116. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101117. /**
  101118. * Detach the current controls from the specified dom element.
  101119. * @param element Defines the element to stop listening the inputs from
  101120. */
  101121. detachControl(element: Nullable<HTMLElement>): void;
  101122. /**
  101123. * Update the current camera state depending on the inputs that have been used this frame.
  101124. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101125. */
  101126. checkInputs(): void;
  101127. /**
  101128. * Gets the class name of the current intput.
  101129. * @returns the class name
  101130. */
  101131. getClassName(): string;
  101132. /**
  101133. * Get the friendly name associated with the input class.
  101134. * @returns the input friendly name
  101135. */
  101136. getSimpleName(): string;
  101137. }
  101138. }
  101139. declare module BABYLON {
  101140. /**
  101141. * Defines the potential axis of a Joystick
  101142. */
  101143. export enum JoystickAxis {
  101144. /** X axis */
  101145. X = 0,
  101146. /** Y axis */
  101147. Y = 1,
  101148. /** Z axis */
  101149. Z = 2
  101150. }
  101151. /**
  101152. * Class used to define virtual joystick (used in touch mode)
  101153. */
  101154. export class VirtualJoystick {
  101155. /**
  101156. * Gets or sets a boolean indicating that left and right values must be inverted
  101157. */
  101158. reverseLeftRight: boolean;
  101159. /**
  101160. * Gets or sets a boolean indicating that up and down values must be inverted
  101161. */
  101162. reverseUpDown: boolean;
  101163. /**
  101164. * Gets the offset value for the position (ie. the change of the position value)
  101165. */
  101166. deltaPosition: Vector3;
  101167. /**
  101168. * Gets a boolean indicating if the virtual joystick was pressed
  101169. */
  101170. pressed: boolean;
  101171. /**
  101172. * Canvas the virtual joystick will render onto, default z-index of this is 5
  101173. */
  101174. static Canvas: Nullable<HTMLCanvasElement>;
  101175. private static _globalJoystickIndex;
  101176. private static vjCanvasContext;
  101177. private static vjCanvasWidth;
  101178. private static vjCanvasHeight;
  101179. private static halfWidth;
  101180. private _action;
  101181. private _axisTargetedByLeftAndRight;
  101182. private _axisTargetedByUpAndDown;
  101183. private _joystickSensibility;
  101184. private _inversedSensibility;
  101185. private _joystickPointerID;
  101186. private _joystickColor;
  101187. private _joystickPointerPos;
  101188. private _joystickPreviousPointerPos;
  101189. private _joystickPointerStartPos;
  101190. private _deltaJoystickVector;
  101191. private _leftJoystick;
  101192. private _touches;
  101193. private _onPointerDownHandlerRef;
  101194. private _onPointerMoveHandlerRef;
  101195. private _onPointerUpHandlerRef;
  101196. private _onResize;
  101197. /**
  101198. * Creates a new virtual joystick
  101199. * @param leftJoystick defines that the joystick is for left hand (false by default)
  101200. */
  101201. constructor(leftJoystick?: boolean);
  101202. /**
  101203. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  101204. * @param newJoystickSensibility defines the new sensibility
  101205. */
  101206. setJoystickSensibility(newJoystickSensibility: number): void;
  101207. private _onPointerDown;
  101208. private _onPointerMove;
  101209. private _onPointerUp;
  101210. /**
  101211. * Change the color of the virtual joystick
  101212. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  101213. */
  101214. setJoystickColor(newColor: string): void;
  101215. /**
  101216. * Defines a callback to call when the joystick is touched
  101217. * @param action defines the callback
  101218. */
  101219. setActionOnTouch(action: () => any): void;
  101220. /**
  101221. * Defines which axis you'd like to control for left & right
  101222. * @param axis defines the axis to use
  101223. */
  101224. setAxisForLeftRight(axis: JoystickAxis): void;
  101225. /**
  101226. * Defines which axis you'd like to control for up & down
  101227. * @param axis defines the axis to use
  101228. */
  101229. setAxisForUpDown(axis: JoystickAxis): void;
  101230. private _drawVirtualJoystick;
  101231. /**
  101232. * Release internal HTML canvas
  101233. */
  101234. releaseCanvas(): void;
  101235. }
  101236. }
  101237. declare module BABYLON {
  101238. interface FreeCameraInputsManager {
  101239. /**
  101240. * Add virtual joystick input support to the input manager.
  101241. * @returns the current input manager
  101242. */
  101243. addVirtualJoystick(): FreeCameraInputsManager;
  101244. }
  101245. /**
  101246. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  101247. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101248. */
  101249. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  101250. /**
  101251. * Defines the camera the input is attached to.
  101252. */
  101253. camera: FreeCamera;
  101254. private _leftjoystick;
  101255. private _rightjoystick;
  101256. /**
  101257. * Gets the left stick of the virtual joystick.
  101258. * @returns The virtual Joystick
  101259. */
  101260. getLeftJoystick(): VirtualJoystick;
  101261. /**
  101262. * Gets the right stick of the virtual joystick.
  101263. * @returns The virtual Joystick
  101264. */
  101265. getRightJoystick(): VirtualJoystick;
  101266. /**
  101267. * Update the current camera state depending on the inputs that have been used this frame.
  101268. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101269. */
  101270. checkInputs(): void;
  101271. /**
  101272. * Attach the input controls to a specific dom element to get the input from.
  101273. * @param element Defines the element the controls should be listened from
  101274. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101275. */
  101276. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101277. /**
  101278. * Detach the current controls from the specified dom element.
  101279. * @param element Defines the element to stop listening the inputs from
  101280. */
  101281. detachControl(element: Nullable<HTMLElement>): void;
  101282. /**
  101283. * Gets the class name of the current intput.
  101284. * @returns the class name
  101285. */
  101286. getClassName(): string;
  101287. /**
  101288. * Get the friendly name associated with the input class.
  101289. * @returns the input friendly name
  101290. */
  101291. getSimpleName(): string;
  101292. }
  101293. }
  101294. declare module BABYLON {
  101295. /**
  101296. * This represents a FPS type of camera controlled by touch.
  101297. * This is like a universal camera minus the Gamepad controls.
  101298. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101299. */
  101300. export class TouchCamera extends FreeCamera {
  101301. /**
  101302. * Defines the touch sensibility for rotation.
  101303. * The higher the faster.
  101304. */
  101305. touchAngularSensibility: number;
  101306. /**
  101307. * Defines the touch sensibility for move.
  101308. * The higher the faster.
  101309. */
  101310. touchMoveSensibility: number;
  101311. /**
  101312. * Instantiates a new touch camera.
  101313. * This represents a FPS type of camera controlled by touch.
  101314. * This is like a universal camera minus the Gamepad controls.
  101315. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101316. * @param name Define the name of the camera in the scene
  101317. * @param position Define the start position of the camera in the scene
  101318. * @param scene Define the scene the camera belongs to
  101319. */
  101320. constructor(name: string, position: Vector3, scene: Scene);
  101321. /**
  101322. * Gets the current object class name.
  101323. * @return the class name
  101324. */
  101325. getClassName(): string;
  101326. /** @hidden */
  101327. _setupInputs(): void;
  101328. }
  101329. }
  101330. declare module BABYLON {
  101331. /**
  101332. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  101333. * being tilted forward or back and left or right.
  101334. */
  101335. export class DeviceOrientationCamera extends FreeCamera {
  101336. private _initialQuaternion;
  101337. private _quaternionCache;
  101338. private _tmpDragQuaternion;
  101339. /**
  101340. * Creates a new device orientation camera
  101341. * @param name The name of the camera
  101342. * @param position The start position camera
  101343. * @param scene The scene the camera belongs to
  101344. */
  101345. constructor(name: string, position: Vector3, scene: Scene);
  101346. /**
  101347. * @hidden
  101348. * Disabled pointer input on first orientation sensor update (Default: true)
  101349. */
  101350. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  101351. private _dragFactor;
  101352. /**
  101353. * Enabled turning on the y axis when the orientation sensor is active
  101354. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  101355. */
  101356. enableHorizontalDragging(dragFactor?: number): void;
  101357. /**
  101358. * Gets the current instance class name ("DeviceOrientationCamera").
  101359. * This helps avoiding instanceof at run time.
  101360. * @returns the class name
  101361. */
  101362. getClassName(): string;
  101363. /**
  101364. * @hidden
  101365. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  101366. */
  101367. _checkInputs(): void;
  101368. /**
  101369. * Reset the camera to its default orientation on the specified axis only.
  101370. * @param axis The axis to reset
  101371. */
  101372. resetToCurrentRotation(axis?: Axis): void;
  101373. }
  101374. }
  101375. declare module BABYLON {
  101376. /**
  101377. * Defines supported buttons for XBox360 compatible gamepads
  101378. */
  101379. export enum Xbox360Button {
  101380. /** A */
  101381. A = 0,
  101382. /** B */
  101383. B = 1,
  101384. /** X */
  101385. X = 2,
  101386. /** Y */
  101387. Y = 3,
  101388. /** Start */
  101389. Start = 4,
  101390. /** Back */
  101391. Back = 5,
  101392. /** Left button */
  101393. LB = 6,
  101394. /** Right button */
  101395. RB = 7,
  101396. /** Left stick */
  101397. LeftStick = 8,
  101398. /** Right stick */
  101399. RightStick = 9
  101400. }
  101401. /** Defines values for XBox360 DPad */
  101402. export enum Xbox360Dpad {
  101403. /** Up */
  101404. Up = 0,
  101405. /** Down */
  101406. Down = 1,
  101407. /** Left */
  101408. Left = 2,
  101409. /** Right */
  101410. Right = 3
  101411. }
  101412. /**
  101413. * Defines a XBox360 gamepad
  101414. */
  101415. export class Xbox360Pad extends Gamepad {
  101416. private _leftTrigger;
  101417. private _rightTrigger;
  101418. private _onlefttriggerchanged;
  101419. private _onrighttriggerchanged;
  101420. private _onbuttondown;
  101421. private _onbuttonup;
  101422. private _ondpaddown;
  101423. private _ondpadup;
  101424. /** Observable raised when a button is pressed */
  101425. onButtonDownObservable: Observable<Xbox360Button>;
  101426. /** Observable raised when a button is released */
  101427. onButtonUpObservable: Observable<Xbox360Button>;
  101428. /** Observable raised when a pad is pressed */
  101429. onPadDownObservable: Observable<Xbox360Dpad>;
  101430. /** Observable raised when a pad is released */
  101431. onPadUpObservable: Observable<Xbox360Dpad>;
  101432. private _buttonA;
  101433. private _buttonB;
  101434. private _buttonX;
  101435. private _buttonY;
  101436. private _buttonBack;
  101437. private _buttonStart;
  101438. private _buttonLB;
  101439. private _buttonRB;
  101440. private _buttonLeftStick;
  101441. private _buttonRightStick;
  101442. private _dPadUp;
  101443. private _dPadDown;
  101444. private _dPadLeft;
  101445. private _dPadRight;
  101446. private _isXboxOnePad;
  101447. /**
  101448. * Creates a new XBox360 gamepad object
  101449. * @param id defines the id of this gamepad
  101450. * @param index defines its index
  101451. * @param gamepad defines the internal HTML gamepad object
  101452. * @param xboxOne defines if it is a XBox One gamepad
  101453. */
  101454. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  101455. /**
  101456. * Defines the callback to call when left trigger is pressed
  101457. * @param callback defines the callback to use
  101458. */
  101459. onlefttriggerchanged(callback: (value: number) => void): void;
  101460. /**
  101461. * Defines the callback to call when right trigger is pressed
  101462. * @param callback defines the callback to use
  101463. */
  101464. onrighttriggerchanged(callback: (value: number) => void): void;
  101465. /**
  101466. * Gets the left trigger value
  101467. */
  101468. /**
  101469. * Sets the left trigger value
  101470. */
  101471. leftTrigger: number;
  101472. /**
  101473. * Gets the right trigger value
  101474. */
  101475. /**
  101476. * Sets the right trigger value
  101477. */
  101478. rightTrigger: number;
  101479. /**
  101480. * Defines the callback to call when a button is pressed
  101481. * @param callback defines the callback to use
  101482. */
  101483. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  101484. /**
  101485. * Defines the callback to call when a button is released
  101486. * @param callback defines the callback to use
  101487. */
  101488. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  101489. /**
  101490. * Defines the callback to call when a pad is pressed
  101491. * @param callback defines the callback to use
  101492. */
  101493. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  101494. /**
  101495. * Defines the callback to call when a pad is released
  101496. * @param callback defines the callback to use
  101497. */
  101498. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  101499. private _setButtonValue;
  101500. private _setDPadValue;
  101501. /**
  101502. * Gets the value of the `A` button
  101503. */
  101504. /**
  101505. * Sets the value of the `A` button
  101506. */
  101507. buttonA: number;
  101508. /**
  101509. * Gets the value of the `B` button
  101510. */
  101511. /**
  101512. * Sets the value of the `B` button
  101513. */
  101514. buttonB: number;
  101515. /**
  101516. * Gets the value of the `X` button
  101517. */
  101518. /**
  101519. * Sets the value of the `X` button
  101520. */
  101521. buttonX: number;
  101522. /**
  101523. * Gets the value of the `Y` button
  101524. */
  101525. /**
  101526. * Sets the value of the `Y` button
  101527. */
  101528. buttonY: number;
  101529. /**
  101530. * Gets the value of the `Start` button
  101531. */
  101532. /**
  101533. * Sets the value of the `Start` button
  101534. */
  101535. buttonStart: number;
  101536. /**
  101537. * Gets the value of the `Back` button
  101538. */
  101539. /**
  101540. * Sets the value of the `Back` button
  101541. */
  101542. buttonBack: number;
  101543. /**
  101544. * Gets the value of the `Left` button
  101545. */
  101546. /**
  101547. * Sets the value of the `Left` button
  101548. */
  101549. buttonLB: number;
  101550. /**
  101551. * Gets the value of the `Right` button
  101552. */
  101553. /**
  101554. * Sets the value of the `Right` button
  101555. */
  101556. buttonRB: number;
  101557. /**
  101558. * Gets the value of the Left joystick
  101559. */
  101560. /**
  101561. * Sets the value of the Left joystick
  101562. */
  101563. buttonLeftStick: number;
  101564. /**
  101565. * Gets the value of the Right joystick
  101566. */
  101567. /**
  101568. * Sets the value of the Right joystick
  101569. */
  101570. buttonRightStick: number;
  101571. /**
  101572. * Gets the value of D-pad up
  101573. */
  101574. /**
  101575. * Sets the value of D-pad up
  101576. */
  101577. dPadUp: number;
  101578. /**
  101579. * Gets the value of D-pad down
  101580. */
  101581. /**
  101582. * Sets the value of D-pad down
  101583. */
  101584. dPadDown: number;
  101585. /**
  101586. * Gets the value of D-pad left
  101587. */
  101588. /**
  101589. * Sets the value of D-pad left
  101590. */
  101591. dPadLeft: number;
  101592. /**
  101593. * Gets the value of D-pad right
  101594. */
  101595. /**
  101596. * Sets the value of D-pad right
  101597. */
  101598. dPadRight: number;
  101599. /**
  101600. * Force the gamepad to synchronize with device values
  101601. */
  101602. update(): void;
  101603. /**
  101604. * Disposes the gamepad
  101605. */
  101606. dispose(): void;
  101607. }
  101608. }
  101609. declare module BABYLON {
  101610. /**
  101611. * Manager for handling gamepads
  101612. */
  101613. export class GamepadManager {
  101614. private _scene?;
  101615. private _babylonGamepads;
  101616. private _oneGamepadConnected;
  101617. /** @hidden */
  101618. _isMonitoring: boolean;
  101619. private _gamepadEventSupported;
  101620. private _gamepadSupport;
  101621. /**
  101622. * observable to be triggered when the gamepad controller has been connected
  101623. */
  101624. onGamepadConnectedObservable: Observable<Gamepad>;
  101625. /**
  101626. * observable to be triggered when the gamepad controller has been disconnected
  101627. */
  101628. onGamepadDisconnectedObservable: Observable<Gamepad>;
  101629. private _onGamepadConnectedEvent;
  101630. private _onGamepadDisconnectedEvent;
  101631. /**
  101632. * Initializes the gamepad manager
  101633. * @param _scene BabylonJS scene
  101634. */
  101635. constructor(_scene?: Scene | undefined);
  101636. /**
  101637. * The gamepads in the game pad manager
  101638. */
  101639. readonly gamepads: Gamepad[];
  101640. /**
  101641. * Get the gamepad controllers based on type
  101642. * @param type The type of gamepad controller
  101643. * @returns Nullable gamepad
  101644. */
  101645. getGamepadByType(type?: number): Nullable<Gamepad>;
  101646. /**
  101647. * Disposes the gamepad manager
  101648. */
  101649. dispose(): void;
  101650. private _addNewGamepad;
  101651. private _startMonitoringGamepads;
  101652. private _stopMonitoringGamepads;
  101653. /** @hidden */
  101654. _checkGamepadsStatus(): void;
  101655. private _updateGamepadObjects;
  101656. }
  101657. }
  101658. declare module BABYLON {
  101659. interface Scene {
  101660. /** @hidden */
  101661. _gamepadManager: Nullable<GamepadManager>;
  101662. /**
  101663. * Gets the gamepad manager associated with the scene
  101664. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  101665. */
  101666. gamepadManager: GamepadManager;
  101667. }
  101668. /**
  101669. * Interface representing a free camera inputs manager
  101670. */
  101671. interface FreeCameraInputsManager {
  101672. /**
  101673. * Adds gamepad input support to the FreeCameraInputsManager.
  101674. * @returns the FreeCameraInputsManager
  101675. */
  101676. addGamepad(): FreeCameraInputsManager;
  101677. }
  101678. /**
  101679. * Interface representing an arc rotate camera inputs manager
  101680. */
  101681. interface ArcRotateCameraInputsManager {
  101682. /**
  101683. * Adds gamepad input support to the ArcRotateCamera InputManager.
  101684. * @returns the camera inputs manager
  101685. */
  101686. addGamepad(): ArcRotateCameraInputsManager;
  101687. }
  101688. /**
  101689. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  101690. */
  101691. export class GamepadSystemSceneComponent implements ISceneComponent {
  101692. /**
  101693. * The component name helpfull to identify the component in the list of scene components.
  101694. */
  101695. readonly name: string;
  101696. /**
  101697. * The scene the component belongs to.
  101698. */
  101699. scene: Scene;
  101700. /**
  101701. * Creates a new instance of the component for the given scene
  101702. * @param scene Defines the scene to register the component in
  101703. */
  101704. constructor(scene: Scene);
  101705. /**
  101706. * Registers the component in a given scene
  101707. */
  101708. register(): void;
  101709. /**
  101710. * Rebuilds the elements related to this component in case of
  101711. * context lost for instance.
  101712. */
  101713. rebuild(): void;
  101714. /**
  101715. * Disposes the component and the associated ressources
  101716. */
  101717. dispose(): void;
  101718. private _beforeCameraUpdate;
  101719. }
  101720. }
  101721. declare module BABYLON {
  101722. /**
  101723. * 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,
  101724. * which still works and will still be found in many Playgrounds.
  101725. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101726. */
  101727. export class UniversalCamera extends TouchCamera {
  101728. /**
  101729. * Defines the gamepad rotation sensiblity.
  101730. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101731. */
  101732. gamepadAngularSensibility: number;
  101733. /**
  101734. * Defines the gamepad move sensiblity.
  101735. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101736. */
  101737. gamepadMoveSensibility: number;
  101738. /**
  101739. * 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,
  101740. * which still works and will still be found in many Playgrounds.
  101741. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101742. * @param name Define the name of the camera in the scene
  101743. * @param position Define the start position of the camera in the scene
  101744. * @param scene Define the scene the camera belongs to
  101745. */
  101746. constructor(name: string, position: Vector3, scene: Scene);
  101747. /**
  101748. * Gets the current object class name.
  101749. * @return the class name
  101750. */
  101751. getClassName(): string;
  101752. }
  101753. }
  101754. declare module BABYLON {
  101755. /**
  101756. * This represents a FPS type of camera. This is only here for back compat purpose.
  101757. * Please use the UniversalCamera instead as both are identical.
  101758. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101759. */
  101760. export class GamepadCamera extends UniversalCamera {
  101761. /**
  101762. * Instantiates a new Gamepad Camera
  101763. * This represents a FPS type of camera. This is only here for back compat purpose.
  101764. * Please use the UniversalCamera instead as both are identical.
  101765. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101766. * @param name Define the name of the camera in the scene
  101767. * @param position Define the start position of the camera in the scene
  101768. * @param scene Define the scene the camera belongs to
  101769. */
  101770. constructor(name: string, position: Vector3, scene: Scene);
  101771. /**
  101772. * Gets the current object class name.
  101773. * @return the class name
  101774. */
  101775. getClassName(): string;
  101776. }
  101777. }
  101778. declare module BABYLON {
  101779. /** @hidden */
  101780. export var passPixelShader: {
  101781. name: string;
  101782. shader: string;
  101783. };
  101784. }
  101785. declare module BABYLON {
  101786. /** @hidden */
  101787. export var passCubePixelShader: {
  101788. name: string;
  101789. shader: string;
  101790. };
  101791. }
  101792. declare module BABYLON {
  101793. /**
  101794. * PassPostProcess which produces an output the same as it's input
  101795. */
  101796. export class PassPostProcess extends PostProcess {
  101797. /**
  101798. * Creates the PassPostProcess
  101799. * @param name The name of the effect.
  101800. * @param options The required width/height ratio to downsize to before computing the render pass.
  101801. * @param camera The camera to apply the render pass to.
  101802. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  101803. * @param engine The engine which the post process will be applied. (default: current engine)
  101804. * @param reusable If the post process can be reused on the same frame. (default: false)
  101805. * @param textureType The type of texture to be used when performing the post processing.
  101806. * @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)
  101807. */
  101808. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  101809. }
  101810. /**
  101811. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  101812. */
  101813. export class PassCubePostProcess extends PostProcess {
  101814. private _face;
  101815. /**
  101816. * Gets or sets the cube face to display.
  101817. * * 0 is +X
  101818. * * 1 is -X
  101819. * * 2 is +Y
  101820. * * 3 is -Y
  101821. * * 4 is +Z
  101822. * * 5 is -Z
  101823. */
  101824. face: number;
  101825. /**
  101826. * Creates the PassCubePostProcess
  101827. * @param name The name of the effect.
  101828. * @param options The required width/height ratio to downsize to before computing the render pass.
  101829. * @param camera The camera to apply the render pass to.
  101830. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  101831. * @param engine The engine which the post process will be applied. (default: current engine)
  101832. * @param reusable If the post process can be reused on the same frame. (default: false)
  101833. * @param textureType The type of texture to be used when performing the post processing.
  101834. * @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)
  101835. */
  101836. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  101837. }
  101838. }
  101839. declare module BABYLON {
  101840. /** @hidden */
  101841. export var anaglyphPixelShader: {
  101842. name: string;
  101843. shader: string;
  101844. };
  101845. }
  101846. declare module BABYLON {
  101847. /**
  101848. * Postprocess used to generate anaglyphic rendering
  101849. */
  101850. export class AnaglyphPostProcess extends PostProcess {
  101851. private _passedProcess;
  101852. /**
  101853. * Creates a new AnaglyphPostProcess
  101854. * @param name defines postprocess name
  101855. * @param options defines creation options or target ratio scale
  101856. * @param rigCameras defines cameras using this postprocess
  101857. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  101858. * @param engine defines hosting engine
  101859. * @param reusable defines if the postprocess will be reused multiple times per frame
  101860. */
  101861. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  101862. }
  101863. }
  101864. declare module BABYLON {
  101865. /**
  101866. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  101867. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  101868. */
  101869. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  101870. /**
  101871. * Creates a new AnaglyphArcRotateCamera
  101872. * @param name defines camera name
  101873. * @param alpha defines alpha angle (in radians)
  101874. * @param beta defines beta angle (in radians)
  101875. * @param radius defines radius
  101876. * @param target defines camera target
  101877. * @param interaxialDistance defines distance between each color axis
  101878. * @param scene defines the hosting scene
  101879. */
  101880. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  101881. /**
  101882. * Gets camera class name
  101883. * @returns AnaglyphArcRotateCamera
  101884. */
  101885. getClassName(): string;
  101886. }
  101887. }
  101888. declare module BABYLON {
  101889. /**
  101890. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  101891. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  101892. */
  101893. export class AnaglyphFreeCamera extends FreeCamera {
  101894. /**
  101895. * Creates a new AnaglyphFreeCamera
  101896. * @param name defines camera name
  101897. * @param position defines initial position
  101898. * @param interaxialDistance defines distance between each color axis
  101899. * @param scene defines the hosting scene
  101900. */
  101901. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  101902. /**
  101903. * Gets camera class name
  101904. * @returns AnaglyphFreeCamera
  101905. */
  101906. getClassName(): string;
  101907. }
  101908. }
  101909. declare module BABYLON {
  101910. /**
  101911. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  101912. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  101913. */
  101914. export class AnaglyphGamepadCamera extends GamepadCamera {
  101915. /**
  101916. * Creates a new AnaglyphGamepadCamera
  101917. * @param name defines camera name
  101918. * @param position defines initial position
  101919. * @param interaxialDistance defines distance between each color axis
  101920. * @param scene defines the hosting scene
  101921. */
  101922. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  101923. /**
  101924. * Gets camera class name
  101925. * @returns AnaglyphGamepadCamera
  101926. */
  101927. getClassName(): string;
  101928. }
  101929. }
  101930. declare module BABYLON {
  101931. /**
  101932. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  101933. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  101934. */
  101935. export class AnaglyphUniversalCamera extends UniversalCamera {
  101936. /**
  101937. * Creates a new AnaglyphUniversalCamera
  101938. * @param name defines camera name
  101939. * @param position defines initial position
  101940. * @param interaxialDistance defines distance between each color axis
  101941. * @param scene defines the hosting scene
  101942. */
  101943. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  101944. /**
  101945. * Gets camera class name
  101946. * @returns AnaglyphUniversalCamera
  101947. */
  101948. getClassName(): string;
  101949. }
  101950. }
  101951. declare module BABYLON {
  101952. /** @hidden */
  101953. export var stereoscopicInterlacePixelShader: {
  101954. name: string;
  101955. shader: string;
  101956. };
  101957. }
  101958. declare module BABYLON {
  101959. /**
  101960. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  101961. */
  101962. export class StereoscopicInterlacePostProcess extends PostProcess {
  101963. private _stepSize;
  101964. private _passedProcess;
  101965. /**
  101966. * Initializes a StereoscopicInterlacePostProcess
  101967. * @param name The name of the effect.
  101968. * @param rigCameras The rig cameras to be appled to the post process
  101969. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  101970. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  101971. * @param engine The engine which the post process will be applied. (default: current engine)
  101972. * @param reusable If the post process can be reused on the same frame. (default: false)
  101973. */
  101974. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  101975. }
  101976. }
  101977. declare module BABYLON {
  101978. /**
  101979. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  101980. * @see http://doc.babylonjs.com/features/cameras
  101981. */
  101982. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  101983. /**
  101984. * Creates a new StereoscopicArcRotateCamera
  101985. * @param name defines camera name
  101986. * @param alpha defines alpha angle (in radians)
  101987. * @param beta defines beta angle (in radians)
  101988. * @param radius defines radius
  101989. * @param target defines camera target
  101990. * @param interaxialDistance defines distance between each color axis
  101991. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  101992. * @param scene defines the hosting scene
  101993. */
  101994. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  101995. /**
  101996. * Gets camera class name
  101997. * @returns StereoscopicArcRotateCamera
  101998. */
  101999. getClassName(): string;
  102000. }
  102001. }
  102002. declare module BABYLON {
  102003. /**
  102004. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102005. * @see http://doc.babylonjs.com/features/cameras
  102006. */
  102007. export class StereoscopicFreeCamera extends FreeCamera {
  102008. /**
  102009. * Creates a new StereoscopicFreeCamera
  102010. * @param name defines camera name
  102011. * @param position defines initial position
  102012. * @param interaxialDistance defines distance between each color axis
  102013. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102014. * @param scene defines the hosting scene
  102015. */
  102016. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102017. /**
  102018. * Gets camera class name
  102019. * @returns StereoscopicFreeCamera
  102020. */
  102021. getClassName(): string;
  102022. }
  102023. }
  102024. declare module BABYLON {
  102025. /**
  102026. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102027. * @see http://doc.babylonjs.com/features/cameras
  102028. */
  102029. export class StereoscopicGamepadCamera extends GamepadCamera {
  102030. /**
  102031. * Creates a new StereoscopicGamepadCamera
  102032. * @param name defines camera name
  102033. * @param position defines initial position
  102034. * @param interaxialDistance defines distance between each color axis
  102035. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102036. * @param scene defines the hosting scene
  102037. */
  102038. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102039. /**
  102040. * Gets camera class name
  102041. * @returns StereoscopicGamepadCamera
  102042. */
  102043. getClassName(): string;
  102044. }
  102045. }
  102046. declare module BABYLON {
  102047. /**
  102048. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102049. * @see http://doc.babylonjs.com/features/cameras
  102050. */
  102051. export class StereoscopicUniversalCamera extends UniversalCamera {
  102052. /**
  102053. * Creates a new StereoscopicUniversalCamera
  102054. * @param name defines camera name
  102055. * @param position defines initial position
  102056. * @param interaxialDistance defines distance between each color axis
  102057. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102058. * @param scene defines the hosting scene
  102059. */
  102060. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102061. /**
  102062. * Gets camera class name
  102063. * @returns StereoscopicUniversalCamera
  102064. */
  102065. getClassName(): string;
  102066. }
  102067. }
  102068. declare module BABYLON {
  102069. /**
  102070. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102071. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102072. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102073. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102074. */
  102075. export class VirtualJoysticksCamera extends FreeCamera {
  102076. /**
  102077. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102078. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102079. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102080. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102081. * @param name Define the name of the camera in the scene
  102082. * @param position Define the start position of the camera in the scene
  102083. * @param scene Define the scene the camera belongs to
  102084. */
  102085. constructor(name: string, position: Vector3, scene: Scene);
  102086. /**
  102087. * Gets the current object class name.
  102088. * @return the class name
  102089. */
  102090. getClassName(): string;
  102091. }
  102092. }
  102093. declare module BABYLON {
  102094. /**
  102095. * This represents all the required metrics to create a VR camera.
  102096. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102097. */
  102098. export class VRCameraMetrics {
  102099. /**
  102100. * Define the horizontal resolution off the screen.
  102101. */
  102102. hResolution: number;
  102103. /**
  102104. * Define the vertical resolution off the screen.
  102105. */
  102106. vResolution: number;
  102107. /**
  102108. * Define the horizontal screen size.
  102109. */
  102110. hScreenSize: number;
  102111. /**
  102112. * Define the vertical screen size.
  102113. */
  102114. vScreenSize: number;
  102115. /**
  102116. * Define the vertical screen center position.
  102117. */
  102118. vScreenCenter: number;
  102119. /**
  102120. * Define the distance of the eyes to the screen.
  102121. */
  102122. eyeToScreenDistance: number;
  102123. /**
  102124. * Define the distance between both lenses
  102125. */
  102126. lensSeparationDistance: number;
  102127. /**
  102128. * Define the distance between both viewer's eyes.
  102129. */
  102130. interpupillaryDistance: number;
  102131. /**
  102132. * Define the distortion factor of the VR postprocess.
  102133. * Please, touch with care.
  102134. */
  102135. distortionK: number[];
  102136. /**
  102137. * Define the chromatic aberration correction factors for the VR post process.
  102138. */
  102139. chromaAbCorrection: number[];
  102140. /**
  102141. * Define the scale factor of the post process.
  102142. * The smaller the better but the slower.
  102143. */
  102144. postProcessScaleFactor: number;
  102145. /**
  102146. * Define an offset for the lens center.
  102147. */
  102148. lensCenterOffset: number;
  102149. /**
  102150. * Define if the current vr camera should compensate the distortion of the lense or not.
  102151. */
  102152. compensateDistortion: boolean;
  102153. /**
  102154. * Defines if multiview should be enabled when rendering (Default: false)
  102155. */
  102156. multiviewEnabled: boolean;
  102157. /**
  102158. * Gets the rendering aspect ratio based on the provided resolutions.
  102159. */
  102160. readonly aspectRatio: number;
  102161. /**
  102162. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102163. */
  102164. readonly aspectRatioFov: number;
  102165. /**
  102166. * @hidden
  102167. */
  102168. readonly leftHMatrix: Matrix;
  102169. /**
  102170. * @hidden
  102171. */
  102172. readonly rightHMatrix: Matrix;
  102173. /**
  102174. * @hidden
  102175. */
  102176. readonly leftPreViewMatrix: Matrix;
  102177. /**
  102178. * @hidden
  102179. */
  102180. readonly rightPreViewMatrix: Matrix;
  102181. /**
  102182. * Get the default VRMetrics based on the most generic setup.
  102183. * @returns the default vr metrics
  102184. */
  102185. static GetDefault(): VRCameraMetrics;
  102186. }
  102187. }
  102188. declare module BABYLON {
  102189. /** @hidden */
  102190. export var vrDistortionCorrectionPixelShader: {
  102191. name: string;
  102192. shader: string;
  102193. };
  102194. }
  102195. declare module BABYLON {
  102196. /**
  102197. * VRDistortionCorrectionPostProcess used for mobile VR
  102198. */
  102199. export class VRDistortionCorrectionPostProcess extends PostProcess {
  102200. private _isRightEye;
  102201. private _distortionFactors;
  102202. private _postProcessScaleFactor;
  102203. private _lensCenterOffset;
  102204. private _scaleIn;
  102205. private _scaleFactor;
  102206. private _lensCenter;
  102207. /**
  102208. * Initializes the VRDistortionCorrectionPostProcess
  102209. * @param name The name of the effect.
  102210. * @param camera The camera to apply the render pass to.
  102211. * @param isRightEye If this is for the right eye distortion
  102212. * @param vrMetrics All the required metrics for the VR camera
  102213. */
  102214. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  102215. }
  102216. }
  102217. declare module BABYLON {
  102218. /**
  102219. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  102220. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102221. */
  102222. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  102223. /**
  102224. * Creates a new VRDeviceOrientationArcRotateCamera
  102225. * @param name defines camera name
  102226. * @param alpha defines the camera rotation along the logitudinal axis
  102227. * @param beta defines the camera rotation along the latitudinal axis
  102228. * @param radius defines the camera distance from its target
  102229. * @param target defines the camera target
  102230. * @param scene defines the scene the camera belongs to
  102231. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102232. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102233. */
  102234. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102235. /**
  102236. * Gets camera class name
  102237. * @returns VRDeviceOrientationArcRotateCamera
  102238. */
  102239. getClassName(): string;
  102240. }
  102241. }
  102242. declare module BABYLON {
  102243. /**
  102244. * Camera used to simulate VR rendering (based on FreeCamera)
  102245. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102246. */
  102247. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  102248. /**
  102249. * Creates a new VRDeviceOrientationFreeCamera
  102250. * @param name defines camera name
  102251. * @param position defines the start position of the camera
  102252. * @param scene defines the scene the camera belongs to
  102253. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102254. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102255. */
  102256. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102257. /**
  102258. * Gets camera class name
  102259. * @returns VRDeviceOrientationFreeCamera
  102260. */
  102261. getClassName(): string;
  102262. }
  102263. }
  102264. declare module BABYLON {
  102265. /**
  102266. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  102267. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102268. */
  102269. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  102270. /**
  102271. * Creates a new VRDeviceOrientationGamepadCamera
  102272. * @param name defines camera name
  102273. * @param position defines the start position of the camera
  102274. * @param scene defines the scene the camera belongs to
  102275. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102276. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102277. */
  102278. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102279. /**
  102280. * Gets camera class name
  102281. * @returns VRDeviceOrientationGamepadCamera
  102282. */
  102283. getClassName(): string;
  102284. }
  102285. }
  102286. declare module BABYLON {
  102287. /**
  102288. * Base class of materials working in push mode in babylon JS
  102289. * @hidden
  102290. */
  102291. export class PushMaterial extends Material {
  102292. protected _activeEffect: Effect;
  102293. protected _normalMatrix: Matrix;
  102294. /**
  102295. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  102296. * This means that the material can keep using a previous shader while a new one is being compiled.
  102297. * This is mostly used when shader parallel compilation is supported (true by default)
  102298. */
  102299. allowShaderHotSwapping: boolean;
  102300. constructor(name: string, scene: Scene);
  102301. getEffect(): Effect;
  102302. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  102303. /**
  102304. * Binds the given world matrix to the active effect
  102305. *
  102306. * @param world the matrix to bind
  102307. */
  102308. bindOnlyWorldMatrix(world: Matrix): void;
  102309. /**
  102310. * Binds the given normal matrix to the active effect
  102311. *
  102312. * @param normalMatrix the matrix to bind
  102313. */
  102314. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  102315. bind(world: Matrix, mesh?: Mesh): void;
  102316. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  102317. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  102318. }
  102319. }
  102320. declare module BABYLON {
  102321. /**
  102322. * This groups all the flags used to control the materials channel.
  102323. */
  102324. export class MaterialFlags {
  102325. private static _DiffuseTextureEnabled;
  102326. /**
  102327. * Are diffuse textures enabled in the application.
  102328. */
  102329. static DiffuseTextureEnabled: boolean;
  102330. private static _AmbientTextureEnabled;
  102331. /**
  102332. * Are ambient textures enabled in the application.
  102333. */
  102334. static AmbientTextureEnabled: boolean;
  102335. private static _OpacityTextureEnabled;
  102336. /**
  102337. * Are opacity textures enabled in the application.
  102338. */
  102339. static OpacityTextureEnabled: boolean;
  102340. private static _ReflectionTextureEnabled;
  102341. /**
  102342. * Are reflection textures enabled in the application.
  102343. */
  102344. static ReflectionTextureEnabled: boolean;
  102345. private static _EmissiveTextureEnabled;
  102346. /**
  102347. * Are emissive textures enabled in the application.
  102348. */
  102349. static EmissiveTextureEnabled: boolean;
  102350. private static _SpecularTextureEnabled;
  102351. /**
  102352. * Are specular textures enabled in the application.
  102353. */
  102354. static SpecularTextureEnabled: boolean;
  102355. private static _BumpTextureEnabled;
  102356. /**
  102357. * Are bump textures enabled in the application.
  102358. */
  102359. static BumpTextureEnabled: boolean;
  102360. private static _LightmapTextureEnabled;
  102361. /**
  102362. * Are lightmap textures enabled in the application.
  102363. */
  102364. static LightmapTextureEnabled: boolean;
  102365. private static _RefractionTextureEnabled;
  102366. /**
  102367. * Are refraction textures enabled in the application.
  102368. */
  102369. static RefractionTextureEnabled: boolean;
  102370. private static _ColorGradingTextureEnabled;
  102371. /**
  102372. * Are color grading textures enabled in the application.
  102373. */
  102374. static ColorGradingTextureEnabled: boolean;
  102375. private static _FresnelEnabled;
  102376. /**
  102377. * Are fresnels enabled in the application.
  102378. */
  102379. static FresnelEnabled: boolean;
  102380. private static _ClearCoatTextureEnabled;
  102381. /**
  102382. * Are clear coat textures enabled in the application.
  102383. */
  102384. static ClearCoatTextureEnabled: boolean;
  102385. private static _ClearCoatBumpTextureEnabled;
  102386. /**
  102387. * Are clear coat bump textures enabled in the application.
  102388. */
  102389. static ClearCoatBumpTextureEnabled: boolean;
  102390. private static _ClearCoatTintTextureEnabled;
  102391. /**
  102392. * Are clear coat tint textures enabled in the application.
  102393. */
  102394. static ClearCoatTintTextureEnabled: boolean;
  102395. private static _SheenTextureEnabled;
  102396. /**
  102397. * Are sheen textures enabled in the application.
  102398. */
  102399. static SheenTextureEnabled: boolean;
  102400. private static _AnisotropicTextureEnabled;
  102401. /**
  102402. * Are anisotropic textures enabled in the application.
  102403. */
  102404. static AnisotropicTextureEnabled: boolean;
  102405. private static _ThicknessTextureEnabled;
  102406. /**
  102407. * Are thickness textures enabled in the application.
  102408. */
  102409. static ThicknessTextureEnabled: boolean;
  102410. }
  102411. }
  102412. declare module BABYLON {
  102413. /** @hidden */
  102414. export var defaultFragmentDeclaration: {
  102415. name: string;
  102416. shader: string;
  102417. };
  102418. }
  102419. declare module BABYLON {
  102420. /** @hidden */
  102421. export var defaultUboDeclaration: {
  102422. name: string;
  102423. shader: string;
  102424. };
  102425. }
  102426. declare module BABYLON {
  102427. /** @hidden */
  102428. export var lightFragmentDeclaration: {
  102429. name: string;
  102430. shader: string;
  102431. };
  102432. }
  102433. declare module BABYLON {
  102434. /** @hidden */
  102435. export var lightUboDeclaration: {
  102436. name: string;
  102437. shader: string;
  102438. };
  102439. }
  102440. declare module BABYLON {
  102441. /** @hidden */
  102442. export var lightsFragmentFunctions: {
  102443. name: string;
  102444. shader: string;
  102445. };
  102446. }
  102447. declare module BABYLON {
  102448. /** @hidden */
  102449. export var shadowsFragmentFunctions: {
  102450. name: string;
  102451. shader: string;
  102452. };
  102453. }
  102454. declare module BABYLON {
  102455. /** @hidden */
  102456. export var fresnelFunction: {
  102457. name: string;
  102458. shader: string;
  102459. };
  102460. }
  102461. declare module BABYLON {
  102462. /** @hidden */
  102463. export var reflectionFunction: {
  102464. name: string;
  102465. shader: string;
  102466. };
  102467. }
  102468. declare module BABYLON {
  102469. /** @hidden */
  102470. export var bumpFragmentFunctions: {
  102471. name: string;
  102472. shader: string;
  102473. };
  102474. }
  102475. declare module BABYLON {
  102476. /** @hidden */
  102477. export var logDepthDeclaration: {
  102478. name: string;
  102479. shader: string;
  102480. };
  102481. }
  102482. declare module BABYLON {
  102483. /** @hidden */
  102484. export var bumpFragment: {
  102485. name: string;
  102486. shader: string;
  102487. };
  102488. }
  102489. declare module BABYLON {
  102490. /** @hidden */
  102491. export var depthPrePass: {
  102492. name: string;
  102493. shader: string;
  102494. };
  102495. }
  102496. declare module BABYLON {
  102497. /** @hidden */
  102498. export var lightFragment: {
  102499. name: string;
  102500. shader: string;
  102501. };
  102502. }
  102503. declare module BABYLON {
  102504. /** @hidden */
  102505. export var logDepthFragment: {
  102506. name: string;
  102507. shader: string;
  102508. };
  102509. }
  102510. declare module BABYLON {
  102511. /** @hidden */
  102512. export var defaultPixelShader: {
  102513. name: string;
  102514. shader: string;
  102515. };
  102516. }
  102517. declare module BABYLON {
  102518. /** @hidden */
  102519. export var defaultVertexDeclaration: {
  102520. name: string;
  102521. shader: string;
  102522. };
  102523. }
  102524. declare module BABYLON {
  102525. /** @hidden */
  102526. export var bumpVertexDeclaration: {
  102527. name: string;
  102528. shader: string;
  102529. };
  102530. }
  102531. declare module BABYLON {
  102532. /** @hidden */
  102533. export var bumpVertex: {
  102534. name: string;
  102535. shader: string;
  102536. };
  102537. }
  102538. declare module BABYLON {
  102539. /** @hidden */
  102540. export var fogVertex: {
  102541. name: string;
  102542. shader: string;
  102543. };
  102544. }
  102545. declare module BABYLON {
  102546. /** @hidden */
  102547. export var shadowsVertex: {
  102548. name: string;
  102549. shader: string;
  102550. };
  102551. }
  102552. declare module BABYLON {
  102553. /** @hidden */
  102554. export var pointCloudVertex: {
  102555. name: string;
  102556. shader: string;
  102557. };
  102558. }
  102559. declare module BABYLON {
  102560. /** @hidden */
  102561. export var logDepthVertex: {
  102562. name: string;
  102563. shader: string;
  102564. };
  102565. }
  102566. declare module BABYLON {
  102567. /** @hidden */
  102568. export var defaultVertexShader: {
  102569. name: string;
  102570. shader: string;
  102571. };
  102572. }
  102573. declare module BABYLON {
  102574. /** @hidden */
  102575. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  102576. MAINUV1: boolean;
  102577. MAINUV2: boolean;
  102578. DIFFUSE: boolean;
  102579. DIFFUSEDIRECTUV: number;
  102580. AMBIENT: boolean;
  102581. AMBIENTDIRECTUV: number;
  102582. OPACITY: boolean;
  102583. OPACITYDIRECTUV: number;
  102584. OPACITYRGB: boolean;
  102585. REFLECTION: boolean;
  102586. EMISSIVE: boolean;
  102587. EMISSIVEDIRECTUV: number;
  102588. SPECULAR: boolean;
  102589. SPECULARDIRECTUV: number;
  102590. BUMP: boolean;
  102591. BUMPDIRECTUV: number;
  102592. PARALLAX: boolean;
  102593. PARALLAXOCCLUSION: boolean;
  102594. SPECULAROVERALPHA: boolean;
  102595. CLIPPLANE: boolean;
  102596. CLIPPLANE2: boolean;
  102597. CLIPPLANE3: boolean;
  102598. CLIPPLANE4: boolean;
  102599. ALPHATEST: boolean;
  102600. DEPTHPREPASS: boolean;
  102601. ALPHAFROMDIFFUSE: boolean;
  102602. POINTSIZE: boolean;
  102603. FOG: boolean;
  102604. SPECULARTERM: boolean;
  102605. DIFFUSEFRESNEL: boolean;
  102606. OPACITYFRESNEL: boolean;
  102607. REFLECTIONFRESNEL: boolean;
  102608. REFRACTIONFRESNEL: boolean;
  102609. EMISSIVEFRESNEL: boolean;
  102610. FRESNEL: boolean;
  102611. NORMAL: boolean;
  102612. UV1: boolean;
  102613. UV2: boolean;
  102614. VERTEXCOLOR: boolean;
  102615. VERTEXALPHA: boolean;
  102616. NUM_BONE_INFLUENCERS: number;
  102617. BonesPerMesh: number;
  102618. BONETEXTURE: boolean;
  102619. INSTANCES: boolean;
  102620. GLOSSINESS: boolean;
  102621. ROUGHNESS: boolean;
  102622. EMISSIVEASILLUMINATION: boolean;
  102623. LINKEMISSIVEWITHDIFFUSE: boolean;
  102624. REFLECTIONFRESNELFROMSPECULAR: boolean;
  102625. LIGHTMAP: boolean;
  102626. LIGHTMAPDIRECTUV: number;
  102627. OBJECTSPACE_NORMALMAP: boolean;
  102628. USELIGHTMAPASSHADOWMAP: boolean;
  102629. REFLECTIONMAP_3D: boolean;
  102630. REFLECTIONMAP_SPHERICAL: boolean;
  102631. REFLECTIONMAP_PLANAR: boolean;
  102632. REFLECTIONMAP_CUBIC: boolean;
  102633. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  102634. REFLECTIONMAP_PROJECTION: boolean;
  102635. REFLECTIONMAP_SKYBOX: boolean;
  102636. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  102637. REFLECTIONMAP_EXPLICIT: boolean;
  102638. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  102639. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  102640. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  102641. INVERTCUBICMAP: boolean;
  102642. LOGARITHMICDEPTH: boolean;
  102643. REFRACTION: boolean;
  102644. REFRACTIONMAP_3D: boolean;
  102645. REFLECTIONOVERALPHA: boolean;
  102646. TWOSIDEDLIGHTING: boolean;
  102647. SHADOWFLOAT: boolean;
  102648. MORPHTARGETS: boolean;
  102649. MORPHTARGETS_NORMAL: boolean;
  102650. MORPHTARGETS_TANGENT: boolean;
  102651. MORPHTARGETS_UV: boolean;
  102652. NUM_MORPH_INFLUENCERS: number;
  102653. NONUNIFORMSCALING: boolean;
  102654. PREMULTIPLYALPHA: boolean;
  102655. IMAGEPROCESSING: boolean;
  102656. VIGNETTE: boolean;
  102657. VIGNETTEBLENDMODEMULTIPLY: boolean;
  102658. VIGNETTEBLENDMODEOPAQUE: boolean;
  102659. TONEMAPPING: boolean;
  102660. TONEMAPPING_ACES: boolean;
  102661. CONTRAST: boolean;
  102662. COLORCURVES: boolean;
  102663. COLORGRADING: boolean;
  102664. COLORGRADING3D: boolean;
  102665. SAMPLER3DGREENDEPTH: boolean;
  102666. SAMPLER3DBGRMAP: boolean;
  102667. IMAGEPROCESSINGPOSTPROCESS: boolean;
  102668. MULTIVIEW: boolean;
  102669. /**
  102670. * If the reflection texture on this material is in linear color space
  102671. * @hidden
  102672. */
  102673. IS_REFLECTION_LINEAR: boolean;
  102674. /**
  102675. * If the refraction texture on this material is in linear color space
  102676. * @hidden
  102677. */
  102678. IS_REFRACTION_LINEAR: boolean;
  102679. EXPOSURE: boolean;
  102680. constructor();
  102681. setReflectionMode(modeToEnable: string): void;
  102682. }
  102683. /**
  102684. * This is the default material used in Babylon. It is the best trade off between quality
  102685. * and performances.
  102686. * @see http://doc.babylonjs.com/babylon101/materials
  102687. */
  102688. export class StandardMaterial extends PushMaterial {
  102689. private _diffuseTexture;
  102690. /**
  102691. * The basic texture of the material as viewed under a light.
  102692. */
  102693. diffuseTexture: Nullable<BaseTexture>;
  102694. private _ambientTexture;
  102695. /**
  102696. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  102697. */
  102698. ambientTexture: Nullable<BaseTexture>;
  102699. private _opacityTexture;
  102700. /**
  102701. * Define the transparency of the material from a texture.
  102702. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  102703. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  102704. */
  102705. opacityTexture: Nullable<BaseTexture>;
  102706. private _reflectionTexture;
  102707. /**
  102708. * Define the texture used to display the reflection.
  102709. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  102710. */
  102711. reflectionTexture: Nullable<BaseTexture>;
  102712. private _emissiveTexture;
  102713. /**
  102714. * Define texture of the material as if self lit.
  102715. * This will be mixed in the final result even in the absence of light.
  102716. */
  102717. emissiveTexture: Nullable<BaseTexture>;
  102718. private _specularTexture;
  102719. /**
  102720. * Define how the color and intensity of the highlight given by the light in the material.
  102721. */
  102722. specularTexture: Nullable<BaseTexture>;
  102723. private _bumpTexture;
  102724. /**
  102725. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  102726. * 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.
  102727. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  102728. */
  102729. bumpTexture: Nullable<BaseTexture>;
  102730. private _lightmapTexture;
  102731. /**
  102732. * Complex lighting can be computationally expensive to compute at runtime.
  102733. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  102734. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  102735. */
  102736. lightmapTexture: Nullable<BaseTexture>;
  102737. private _refractionTexture;
  102738. /**
  102739. * Define the texture used to display the refraction.
  102740. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  102741. */
  102742. refractionTexture: Nullable<BaseTexture>;
  102743. /**
  102744. * The color of the material lit by the environmental background lighting.
  102745. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  102746. */
  102747. ambientColor: Color3;
  102748. /**
  102749. * The basic color of the material as viewed under a light.
  102750. */
  102751. diffuseColor: Color3;
  102752. /**
  102753. * Define how the color and intensity of the highlight given by the light in the material.
  102754. */
  102755. specularColor: Color3;
  102756. /**
  102757. * Define the color of the material as if self lit.
  102758. * This will be mixed in the final result even in the absence of light.
  102759. */
  102760. emissiveColor: Color3;
  102761. /**
  102762. * Defines how sharp are the highlights in the material.
  102763. * The bigger the value the sharper giving a more glossy feeling to the result.
  102764. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  102765. */
  102766. specularPower: number;
  102767. private _useAlphaFromDiffuseTexture;
  102768. /**
  102769. * Does the transparency come from the diffuse texture alpha channel.
  102770. */
  102771. useAlphaFromDiffuseTexture: boolean;
  102772. private _useEmissiveAsIllumination;
  102773. /**
  102774. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  102775. */
  102776. useEmissiveAsIllumination: boolean;
  102777. private _linkEmissiveWithDiffuse;
  102778. /**
  102779. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  102780. * the emissive level when the final color is close to one.
  102781. */
  102782. linkEmissiveWithDiffuse: boolean;
  102783. private _useSpecularOverAlpha;
  102784. /**
  102785. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  102786. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  102787. */
  102788. useSpecularOverAlpha: boolean;
  102789. private _useReflectionOverAlpha;
  102790. /**
  102791. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  102792. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  102793. */
  102794. useReflectionOverAlpha: boolean;
  102795. private _disableLighting;
  102796. /**
  102797. * Does lights from the scene impacts this material.
  102798. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  102799. */
  102800. disableLighting: boolean;
  102801. private _useObjectSpaceNormalMap;
  102802. /**
  102803. * Allows using an object space normal map (instead of tangent space).
  102804. */
  102805. useObjectSpaceNormalMap: boolean;
  102806. private _useParallax;
  102807. /**
  102808. * Is parallax enabled or not.
  102809. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  102810. */
  102811. useParallax: boolean;
  102812. private _useParallaxOcclusion;
  102813. /**
  102814. * Is parallax occlusion enabled or not.
  102815. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  102816. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  102817. */
  102818. useParallaxOcclusion: boolean;
  102819. /**
  102820. * 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.
  102821. */
  102822. parallaxScaleBias: number;
  102823. private _roughness;
  102824. /**
  102825. * Helps to define how blurry the reflections should appears in the material.
  102826. */
  102827. roughness: number;
  102828. /**
  102829. * In case of refraction, define the value of the index of refraction.
  102830. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  102831. */
  102832. indexOfRefraction: number;
  102833. /**
  102834. * Invert the refraction texture alongside the y axis.
  102835. * It can be useful with procedural textures or probe for instance.
  102836. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  102837. */
  102838. invertRefractionY: boolean;
  102839. /**
  102840. * Defines the alpha limits in alpha test mode.
  102841. */
  102842. alphaCutOff: number;
  102843. private _useLightmapAsShadowmap;
  102844. /**
  102845. * In case of light mapping, define whether the map contains light or shadow informations.
  102846. */
  102847. useLightmapAsShadowmap: boolean;
  102848. private _diffuseFresnelParameters;
  102849. /**
  102850. * Define the diffuse fresnel parameters of the material.
  102851. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  102852. */
  102853. diffuseFresnelParameters: FresnelParameters;
  102854. private _opacityFresnelParameters;
  102855. /**
  102856. * Define the opacity fresnel parameters of the material.
  102857. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  102858. */
  102859. opacityFresnelParameters: FresnelParameters;
  102860. private _reflectionFresnelParameters;
  102861. /**
  102862. * Define the reflection fresnel parameters of the material.
  102863. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  102864. */
  102865. reflectionFresnelParameters: FresnelParameters;
  102866. private _refractionFresnelParameters;
  102867. /**
  102868. * Define the refraction fresnel parameters of the material.
  102869. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  102870. */
  102871. refractionFresnelParameters: FresnelParameters;
  102872. private _emissiveFresnelParameters;
  102873. /**
  102874. * Define the emissive fresnel parameters of the material.
  102875. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  102876. */
  102877. emissiveFresnelParameters: FresnelParameters;
  102878. private _useReflectionFresnelFromSpecular;
  102879. /**
  102880. * If true automatically deducts the fresnels values from the material specularity.
  102881. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  102882. */
  102883. useReflectionFresnelFromSpecular: boolean;
  102884. private _useGlossinessFromSpecularMapAlpha;
  102885. /**
  102886. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  102887. */
  102888. useGlossinessFromSpecularMapAlpha: boolean;
  102889. private _maxSimultaneousLights;
  102890. /**
  102891. * Defines the maximum number of lights that can be used in the material
  102892. */
  102893. maxSimultaneousLights: number;
  102894. private _invertNormalMapX;
  102895. /**
  102896. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  102897. */
  102898. invertNormalMapX: boolean;
  102899. private _invertNormalMapY;
  102900. /**
  102901. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  102902. */
  102903. invertNormalMapY: boolean;
  102904. private _twoSidedLighting;
  102905. /**
  102906. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  102907. */
  102908. twoSidedLighting: boolean;
  102909. /**
  102910. * Default configuration related to image processing available in the standard Material.
  102911. */
  102912. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  102913. /**
  102914. * Gets the image processing configuration used either in this material.
  102915. */
  102916. /**
  102917. * Sets the Default image processing configuration used either in the this material.
  102918. *
  102919. * If sets to null, the scene one is in use.
  102920. */
  102921. imageProcessingConfiguration: ImageProcessingConfiguration;
  102922. /**
  102923. * Keep track of the image processing observer to allow dispose and replace.
  102924. */
  102925. private _imageProcessingObserver;
  102926. /**
  102927. * Attaches a new image processing configuration to the Standard Material.
  102928. * @param configuration
  102929. */
  102930. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  102931. /**
  102932. * Gets wether the color curves effect is enabled.
  102933. */
  102934. /**
  102935. * Sets wether the color curves effect is enabled.
  102936. */
  102937. cameraColorCurvesEnabled: boolean;
  102938. /**
  102939. * Gets wether the color grading effect is enabled.
  102940. */
  102941. /**
  102942. * Gets wether the color grading effect is enabled.
  102943. */
  102944. cameraColorGradingEnabled: boolean;
  102945. /**
  102946. * Gets wether tonemapping is enabled or not.
  102947. */
  102948. /**
  102949. * Sets wether tonemapping is enabled or not
  102950. */
  102951. cameraToneMappingEnabled: boolean;
  102952. /**
  102953. * The camera exposure used on this material.
  102954. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  102955. * This corresponds to a photographic exposure.
  102956. */
  102957. /**
  102958. * The camera exposure used on this material.
  102959. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  102960. * This corresponds to a photographic exposure.
  102961. */
  102962. cameraExposure: number;
  102963. /**
  102964. * Gets The camera contrast used on this material.
  102965. */
  102966. /**
  102967. * Sets The camera contrast used on this material.
  102968. */
  102969. cameraContrast: number;
  102970. /**
  102971. * Gets the Color Grading 2D Lookup Texture.
  102972. */
  102973. /**
  102974. * Sets the Color Grading 2D Lookup Texture.
  102975. */
  102976. cameraColorGradingTexture: Nullable<BaseTexture>;
  102977. /**
  102978. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  102979. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  102980. * 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;
  102981. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  102982. */
  102983. /**
  102984. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  102985. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  102986. * 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;
  102987. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  102988. */
  102989. cameraColorCurves: Nullable<ColorCurves>;
  102990. /**
  102991. * Custom callback helping to override the default shader used in the material.
  102992. */
  102993. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  102994. protected _renderTargets: SmartArray<RenderTargetTexture>;
  102995. protected _worldViewProjectionMatrix: Matrix;
  102996. protected _globalAmbientColor: Color3;
  102997. protected _useLogarithmicDepth: boolean;
  102998. /**
  102999. * Instantiates a new standard material.
  103000. * This is the default material used in Babylon. It is the best trade off between quality
  103001. * and performances.
  103002. * @see http://doc.babylonjs.com/babylon101/materials
  103003. * @param name Define the name of the material in the scene
  103004. * @param scene Define the scene the material belong to
  103005. */
  103006. constructor(name: string, scene: Scene);
  103007. /**
  103008. * Gets a boolean indicating that current material needs to register RTT
  103009. */
  103010. readonly hasRenderTargetTextures: boolean;
  103011. /**
  103012. * Gets the current class name of the material e.g. "StandardMaterial"
  103013. * Mainly use in serialization.
  103014. * @returns the class name
  103015. */
  103016. getClassName(): string;
  103017. /**
  103018. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103019. * You can try switching to logarithmic depth.
  103020. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103021. */
  103022. useLogarithmicDepth: boolean;
  103023. /**
  103024. * Specifies if the material will require alpha blending
  103025. * @returns a boolean specifying if alpha blending is needed
  103026. */
  103027. needAlphaBlending(): boolean;
  103028. /**
  103029. * Specifies if this material should be rendered in alpha test mode
  103030. * @returns a boolean specifying if an alpha test is needed.
  103031. */
  103032. needAlphaTesting(): boolean;
  103033. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103034. /**
  103035. * Get the texture used for alpha test purpose.
  103036. * @returns the diffuse texture in case of the standard material.
  103037. */
  103038. getAlphaTestTexture(): Nullable<BaseTexture>;
  103039. /**
  103040. * Get if the submesh is ready to be used and all its information available.
  103041. * Child classes can use it to update shaders
  103042. * @param mesh defines the mesh to check
  103043. * @param subMesh defines which submesh to check
  103044. * @param useInstances specifies that instances should be used
  103045. * @returns a boolean indicating that the submesh is ready or not
  103046. */
  103047. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103048. /**
  103049. * Builds the material UBO layouts.
  103050. * Used internally during the effect preparation.
  103051. */
  103052. buildUniformLayout(): void;
  103053. /**
  103054. * Unbinds the material from the mesh
  103055. */
  103056. unbind(): void;
  103057. /**
  103058. * Binds the submesh to this material by preparing the effect and shader to draw
  103059. * @param world defines the world transformation matrix
  103060. * @param mesh defines the mesh containing the submesh
  103061. * @param subMesh defines the submesh to bind the material to
  103062. */
  103063. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103064. /**
  103065. * Get the list of animatables in the material.
  103066. * @returns the list of animatables object used in the material
  103067. */
  103068. getAnimatables(): IAnimatable[];
  103069. /**
  103070. * Gets the active textures from the material
  103071. * @returns an array of textures
  103072. */
  103073. getActiveTextures(): BaseTexture[];
  103074. /**
  103075. * Specifies if the material uses a texture
  103076. * @param texture defines the texture to check against the material
  103077. * @returns a boolean specifying if the material uses the texture
  103078. */
  103079. hasTexture(texture: BaseTexture): boolean;
  103080. /**
  103081. * Disposes the material
  103082. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103083. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103084. */
  103085. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103086. /**
  103087. * Makes a duplicate of the material, and gives it a new name
  103088. * @param name defines the new name for the duplicated material
  103089. * @returns the cloned material
  103090. */
  103091. clone(name: string): StandardMaterial;
  103092. /**
  103093. * Serializes this material in a JSON representation
  103094. * @returns the serialized material object
  103095. */
  103096. serialize(): any;
  103097. /**
  103098. * Creates a standard material from parsed material data
  103099. * @param source defines the JSON representation of the material
  103100. * @param scene defines the hosting scene
  103101. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103102. * @returns a new standard material
  103103. */
  103104. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103105. /**
  103106. * Are diffuse textures enabled in the application.
  103107. */
  103108. static DiffuseTextureEnabled: boolean;
  103109. /**
  103110. * Are ambient textures enabled in the application.
  103111. */
  103112. static AmbientTextureEnabled: boolean;
  103113. /**
  103114. * Are opacity textures enabled in the application.
  103115. */
  103116. static OpacityTextureEnabled: boolean;
  103117. /**
  103118. * Are reflection textures enabled in the application.
  103119. */
  103120. static ReflectionTextureEnabled: boolean;
  103121. /**
  103122. * Are emissive textures enabled in the application.
  103123. */
  103124. static EmissiveTextureEnabled: boolean;
  103125. /**
  103126. * Are specular textures enabled in the application.
  103127. */
  103128. static SpecularTextureEnabled: boolean;
  103129. /**
  103130. * Are bump textures enabled in the application.
  103131. */
  103132. static BumpTextureEnabled: boolean;
  103133. /**
  103134. * Are lightmap textures enabled in the application.
  103135. */
  103136. static LightmapTextureEnabled: boolean;
  103137. /**
  103138. * Are refraction textures enabled in the application.
  103139. */
  103140. static RefractionTextureEnabled: boolean;
  103141. /**
  103142. * Are color grading textures enabled in the application.
  103143. */
  103144. static ColorGradingTextureEnabled: boolean;
  103145. /**
  103146. * Are fresnels enabled in the application.
  103147. */
  103148. static FresnelEnabled: boolean;
  103149. }
  103150. }
  103151. declare module BABYLON {
  103152. /**
  103153. * A class extending Texture allowing drawing on a texture
  103154. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103155. */
  103156. export class DynamicTexture extends Texture {
  103157. private _generateMipMaps;
  103158. private _canvas;
  103159. private _context;
  103160. private _engine;
  103161. /**
  103162. * Creates a DynamicTexture
  103163. * @param name defines the name of the texture
  103164. * @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
  103165. * @param scene defines the scene where you want the texture
  103166. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103167. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  103168. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  103169. */
  103170. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  103171. /**
  103172. * Get the current class name of the texture useful for serialization or dynamic coding.
  103173. * @returns "DynamicTexture"
  103174. */
  103175. getClassName(): string;
  103176. /**
  103177. * Gets the current state of canRescale
  103178. */
  103179. readonly canRescale: boolean;
  103180. private _recreate;
  103181. /**
  103182. * Scales the texture
  103183. * @param ratio the scale factor to apply to both width and height
  103184. */
  103185. scale(ratio: number): void;
  103186. /**
  103187. * Resizes the texture
  103188. * @param width the new width
  103189. * @param height the new height
  103190. */
  103191. scaleTo(width: number, height: number): void;
  103192. /**
  103193. * Gets the context of the canvas used by the texture
  103194. * @returns the canvas context of the dynamic texture
  103195. */
  103196. getContext(): CanvasRenderingContext2D;
  103197. /**
  103198. * Clears the texture
  103199. */
  103200. clear(): void;
  103201. /**
  103202. * Updates the texture
  103203. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103204. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  103205. */
  103206. update(invertY?: boolean, premulAlpha?: boolean): void;
  103207. /**
  103208. * Draws text onto the texture
  103209. * @param text defines the text to be drawn
  103210. * @param x defines the placement of the text from the left
  103211. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  103212. * @param font defines the font to be used with font-style, font-size, font-name
  103213. * @param color defines the color used for the text
  103214. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  103215. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103216. * @param update defines whether texture is immediately update (default is true)
  103217. */
  103218. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  103219. /**
  103220. * Clones the texture
  103221. * @returns the clone of the texture.
  103222. */
  103223. clone(): DynamicTexture;
  103224. /**
  103225. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  103226. * @returns a serialized dynamic texture object
  103227. */
  103228. serialize(): any;
  103229. /** @hidden */
  103230. _rebuild(): void;
  103231. }
  103232. }
  103233. declare module BABYLON {
  103234. /** @hidden */
  103235. export var imageProcessingPixelShader: {
  103236. name: string;
  103237. shader: string;
  103238. };
  103239. }
  103240. declare module BABYLON {
  103241. /**
  103242. * ImageProcessingPostProcess
  103243. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  103244. */
  103245. export class ImageProcessingPostProcess extends PostProcess {
  103246. /**
  103247. * Default configuration related to image processing available in the PBR Material.
  103248. */
  103249. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103250. /**
  103251. * Gets the image processing configuration used either in this material.
  103252. */
  103253. /**
  103254. * Sets the Default image processing configuration used either in the this material.
  103255. *
  103256. * If sets to null, the scene one is in use.
  103257. */
  103258. imageProcessingConfiguration: ImageProcessingConfiguration;
  103259. /**
  103260. * Keep track of the image processing observer to allow dispose and replace.
  103261. */
  103262. private _imageProcessingObserver;
  103263. /**
  103264. * Attaches a new image processing configuration to the PBR Material.
  103265. * @param configuration
  103266. */
  103267. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  103268. /**
  103269. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103270. */
  103271. /**
  103272. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103273. */
  103274. colorCurves: Nullable<ColorCurves>;
  103275. /**
  103276. * Gets wether the color curves effect is enabled.
  103277. */
  103278. /**
  103279. * Sets wether the color curves effect is enabled.
  103280. */
  103281. colorCurvesEnabled: boolean;
  103282. /**
  103283. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103284. */
  103285. /**
  103286. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103287. */
  103288. colorGradingTexture: Nullable<BaseTexture>;
  103289. /**
  103290. * Gets wether the color grading effect is enabled.
  103291. */
  103292. /**
  103293. * Gets wether the color grading effect is enabled.
  103294. */
  103295. colorGradingEnabled: boolean;
  103296. /**
  103297. * Gets exposure used in the effect.
  103298. */
  103299. /**
  103300. * Sets exposure used in the effect.
  103301. */
  103302. exposure: number;
  103303. /**
  103304. * Gets wether tonemapping is enabled or not.
  103305. */
  103306. /**
  103307. * Sets wether tonemapping is enabled or not
  103308. */
  103309. toneMappingEnabled: boolean;
  103310. /**
  103311. * Gets the type of tone mapping effect.
  103312. */
  103313. /**
  103314. * Sets the type of tone mapping effect.
  103315. */
  103316. toneMappingType: number;
  103317. /**
  103318. * Gets contrast used in the effect.
  103319. */
  103320. /**
  103321. * Sets contrast used in the effect.
  103322. */
  103323. contrast: number;
  103324. /**
  103325. * Gets Vignette stretch size.
  103326. */
  103327. /**
  103328. * Sets Vignette stretch size.
  103329. */
  103330. vignetteStretch: number;
  103331. /**
  103332. * Gets Vignette centre X Offset.
  103333. */
  103334. /**
  103335. * Sets Vignette centre X Offset.
  103336. */
  103337. vignetteCentreX: number;
  103338. /**
  103339. * Gets Vignette centre Y Offset.
  103340. */
  103341. /**
  103342. * Sets Vignette centre Y Offset.
  103343. */
  103344. vignetteCentreY: number;
  103345. /**
  103346. * Gets Vignette weight or intensity of the vignette effect.
  103347. */
  103348. /**
  103349. * Sets Vignette weight or intensity of the vignette effect.
  103350. */
  103351. vignetteWeight: number;
  103352. /**
  103353. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103354. * if vignetteEnabled is set to true.
  103355. */
  103356. /**
  103357. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103358. * if vignetteEnabled is set to true.
  103359. */
  103360. vignetteColor: Color4;
  103361. /**
  103362. * Gets Camera field of view used by the Vignette effect.
  103363. */
  103364. /**
  103365. * Sets Camera field of view used by the Vignette effect.
  103366. */
  103367. vignetteCameraFov: number;
  103368. /**
  103369. * Gets the vignette blend mode allowing different kind of effect.
  103370. */
  103371. /**
  103372. * Sets the vignette blend mode allowing different kind of effect.
  103373. */
  103374. vignetteBlendMode: number;
  103375. /**
  103376. * Gets wether the vignette effect is enabled.
  103377. */
  103378. /**
  103379. * Sets wether the vignette effect is enabled.
  103380. */
  103381. vignetteEnabled: boolean;
  103382. private _fromLinearSpace;
  103383. /**
  103384. * Gets wether the input of the processing is in Gamma or Linear Space.
  103385. */
  103386. /**
  103387. * Sets wether the input of the processing is in Gamma or Linear Space.
  103388. */
  103389. fromLinearSpace: boolean;
  103390. /**
  103391. * Defines cache preventing GC.
  103392. */
  103393. private _defines;
  103394. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  103395. /**
  103396. * "ImageProcessingPostProcess"
  103397. * @returns "ImageProcessingPostProcess"
  103398. */
  103399. getClassName(): string;
  103400. protected _updateParameters(): void;
  103401. dispose(camera?: Camera): void;
  103402. }
  103403. }
  103404. declare module BABYLON {
  103405. /**
  103406. * Class containing static functions to help procedurally build meshes
  103407. */
  103408. export class GroundBuilder {
  103409. /**
  103410. * Creates a ground mesh
  103411. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  103412. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  103413. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  103414. * @param name defines the name of the mesh
  103415. * @param options defines the options used to create the mesh
  103416. * @param scene defines the hosting scene
  103417. * @returns the ground mesh
  103418. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  103419. */
  103420. static CreateGround(name: string, options: {
  103421. width?: number;
  103422. height?: number;
  103423. subdivisions?: number;
  103424. subdivisionsX?: number;
  103425. subdivisionsY?: number;
  103426. updatable?: boolean;
  103427. }, scene: any): Mesh;
  103428. /**
  103429. * Creates a tiled ground mesh
  103430. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  103431. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  103432. * * 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
  103433. * * 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
  103434. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103435. * @param name defines the name of the mesh
  103436. * @param options defines the options used to create the mesh
  103437. * @param scene defines the hosting scene
  103438. * @returns the tiled ground mesh
  103439. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  103440. */
  103441. static CreateTiledGround(name: string, options: {
  103442. xmin: number;
  103443. zmin: number;
  103444. xmax: number;
  103445. zmax: number;
  103446. subdivisions?: {
  103447. w: number;
  103448. h: number;
  103449. };
  103450. precision?: {
  103451. w: number;
  103452. h: number;
  103453. };
  103454. updatable?: boolean;
  103455. }, scene?: Nullable<Scene>): Mesh;
  103456. /**
  103457. * Creates a ground mesh from a height map
  103458. * * The parameter `url` sets the URL of the height map image resource.
  103459. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  103460. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  103461. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  103462. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  103463. * * 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.
  103464. * * 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).
  103465. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  103466. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103467. * @param name defines the name of the mesh
  103468. * @param url defines the url to the height map
  103469. * @param options defines the options used to create the mesh
  103470. * @param scene defines the hosting scene
  103471. * @returns the ground mesh
  103472. * @see https://doc.babylonjs.com/babylon101/height_map
  103473. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  103474. */
  103475. static CreateGroundFromHeightMap(name: string, url: string, options: {
  103476. width?: number;
  103477. height?: number;
  103478. subdivisions?: number;
  103479. minHeight?: number;
  103480. maxHeight?: number;
  103481. colorFilter?: Color3;
  103482. alphaFilter?: number;
  103483. updatable?: boolean;
  103484. onReady?: (mesh: GroundMesh) => void;
  103485. }, scene?: Nullable<Scene>): GroundMesh;
  103486. }
  103487. }
  103488. declare module BABYLON {
  103489. /**
  103490. * Class containing static functions to help procedurally build meshes
  103491. */
  103492. export class TorusBuilder {
  103493. /**
  103494. * Creates a torus mesh
  103495. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  103496. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  103497. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  103498. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103499. * * If you create a double-sided mesh, you can choose what parts of 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
  103500. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103501. * @param name defines the name of the mesh
  103502. * @param options defines the options used to create the mesh
  103503. * @param scene defines the hosting scene
  103504. * @returns the torus mesh
  103505. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  103506. */
  103507. static CreateTorus(name: string, options: {
  103508. diameter?: number;
  103509. thickness?: number;
  103510. tessellation?: number;
  103511. updatable?: boolean;
  103512. sideOrientation?: number;
  103513. frontUVs?: Vector4;
  103514. backUVs?: Vector4;
  103515. }, scene: any): Mesh;
  103516. }
  103517. }
  103518. declare module BABYLON {
  103519. /**
  103520. * Class containing static functions to help procedurally build meshes
  103521. */
  103522. export class CylinderBuilder {
  103523. /**
  103524. * Creates a cylinder or a cone mesh
  103525. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  103526. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  103527. * * 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.
  103528. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  103529. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  103530. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  103531. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  103532. * * 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).
  103533. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  103534. * * 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).
  103535. * * 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
  103536. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  103537. * * 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
  103538. * * 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.
  103539. * * If `enclose` is false, a ring surface is one element.
  103540. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  103541. * * 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
  103542. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103543. * * If you create a double-sided mesh, you can choose what parts of 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
  103544. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103545. * @param name defines the name of the mesh
  103546. * @param options defines the options used to create the mesh
  103547. * @param scene defines the hosting scene
  103548. * @returns the cylinder mesh
  103549. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  103550. */
  103551. static CreateCylinder(name: string, options: {
  103552. height?: number;
  103553. diameterTop?: number;
  103554. diameterBottom?: number;
  103555. diameter?: number;
  103556. tessellation?: number;
  103557. subdivisions?: number;
  103558. arc?: number;
  103559. faceColors?: Color4[];
  103560. faceUV?: Vector4[];
  103561. updatable?: boolean;
  103562. hasRings?: boolean;
  103563. enclose?: boolean;
  103564. cap?: number;
  103565. sideOrientation?: number;
  103566. frontUVs?: Vector4;
  103567. backUVs?: Vector4;
  103568. }, scene: any): Mesh;
  103569. }
  103570. }
  103571. declare module BABYLON {
  103572. /**
  103573. * Options to modify the vr teleportation behavior.
  103574. */
  103575. export interface VRTeleportationOptions {
  103576. /**
  103577. * The name of the mesh which should be used as the teleportation floor. (default: null)
  103578. */
  103579. floorMeshName?: string;
  103580. /**
  103581. * A list of meshes to be used as the teleportation floor. (default: empty)
  103582. */
  103583. floorMeshes?: Mesh[];
  103584. }
  103585. /**
  103586. * Options to modify the vr experience helper's behavior.
  103587. */
  103588. export interface VRExperienceHelperOptions extends WebVROptions {
  103589. /**
  103590. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  103591. */
  103592. createDeviceOrientationCamera?: boolean;
  103593. /**
  103594. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  103595. */
  103596. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  103597. /**
  103598. * Uses the main button on the controller to toggle the laser casted. (default: true)
  103599. */
  103600. laserToggle?: boolean;
  103601. /**
  103602. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  103603. */
  103604. floorMeshes?: Mesh[];
  103605. /**
  103606. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  103607. */
  103608. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  103609. }
  103610. /**
  103611. * Event containing information after VR has been entered
  103612. */
  103613. export class OnAfterEnteringVRObservableEvent {
  103614. /**
  103615. * If entering vr was successful
  103616. */
  103617. success: boolean;
  103618. }
  103619. /**
  103620. * Helps to quickly add VR support to an existing scene.
  103621. * See http://doc.babylonjs.com/how_to/webvr_helper
  103622. */
  103623. export class VRExperienceHelper {
  103624. /** Options to modify the vr experience helper's behavior. */
  103625. webVROptions: VRExperienceHelperOptions;
  103626. private _scene;
  103627. private _position;
  103628. private _btnVR;
  103629. private _btnVRDisplayed;
  103630. private _webVRsupported;
  103631. private _webVRready;
  103632. private _webVRrequesting;
  103633. private _webVRpresenting;
  103634. private _hasEnteredVR;
  103635. private _fullscreenVRpresenting;
  103636. private _canvas;
  103637. private _webVRCamera;
  103638. private _vrDeviceOrientationCamera;
  103639. private _deviceOrientationCamera;
  103640. private _existingCamera;
  103641. private _onKeyDown;
  103642. private _onVrDisplayPresentChange;
  103643. private _onVRDisplayChanged;
  103644. private _onVRRequestPresentStart;
  103645. private _onVRRequestPresentComplete;
  103646. /**
  103647. * Observable raised right before entering VR.
  103648. */
  103649. onEnteringVRObservable: Observable<VRExperienceHelper>;
  103650. /**
  103651. * Observable raised when entering VR has completed.
  103652. */
  103653. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  103654. /**
  103655. * Observable raised when exiting VR.
  103656. */
  103657. onExitingVRObservable: Observable<VRExperienceHelper>;
  103658. /**
  103659. * Observable raised when controller mesh is loaded.
  103660. */
  103661. onControllerMeshLoadedObservable: Observable<WebVRController>;
  103662. /** Return this.onEnteringVRObservable
  103663. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  103664. */
  103665. readonly onEnteringVR: Observable<VRExperienceHelper>;
  103666. /** Return this.onExitingVRObservable
  103667. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  103668. */
  103669. readonly onExitingVR: Observable<VRExperienceHelper>;
  103670. /** Return this.onControllerMeshLoadedObservable
  103671. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  103672. */
  103673. readonly onControllerMeshLoaded: Observable<WebVRController>;
  103674. private _rayLength;
  103675. private _useCustomVRButton;
  103676. private _teleportationRequested;
  103677. private _teleportActive;
  103678. private _floorMeshName;
  103679. private _floorMeshesCollection;
  103680. private _rotationAllowed;
  103681. private _teleportBackwardsVector;
  103682. private _teleportationTarget;
  103683. private _isDefaultTeleportationTarget;
  103684. private _postProcessMove;
  103685. private _teleportationFillColor;
  103686. private _teleportationBorderColor;
  103687. private _rotationAngle;
  103688. private _haloCenter;
  103689. private _cameraGazer;
  103690. private _padSensibilityUp;
  103691. private _padSensibilityDown;
  103692. private _leftController;
  103693. private _rightController;
  103694. /**
  103695. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  103696. */
  103697. onNewMeshSelected: Observable<AbstractMesh>;
  103698. /**
  103699. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  103700. */
  103701. onNewMeshPicked: Observable<PickingInfo>;
  103702. private _circleEase;
  103703. /**
  103704. * Observable raised before camera teleportation
  103705. */
  103706. onBeforeCameraTeleport: Observable<Vector3>;
  103707. /**
  103708. * Observable raised after camera teleportation
  103709. */
  103710. onAfterCameraTeleport: Observable<Vector3>;
  103711. /**
  103712. * Observable raised when current selected mesh gets unselected
  103713. */
  103714. onSelectedMeshUnselected: Observable<AbstractMesh>;
  103715. private _raySelectionPredicate;
  103716. /**
  103717. * To be optionaly changed by user to define custom ray selection
  103718. */
  103719. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  103720. /**
  103721. * To be optionaly changed by user to define custom selection logic (after ray selection)
  103722. */
  103723. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  103724. /**
  103725. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  103726. */
  103727. teleportationEnabled: boolean;
  103728. private _defaultHeight;
  103729. private _teleportationInitialized;
  103730. private _interactionsEnabled;
  103731. private _interactionsRequested;
  103732. private _displayGaze;
  103733. private _displayLaserPointer;
  103734. /**
  103735. * The mesh used to display where the user is going to teleport.
  103736. */
  103737. /**
  103738. * Sets the mesh to be used to display where the user is going to teleport.
  103739. */
  103740. teleportationTarget: Mesh;
  103741. /**
  103742. * 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
  103743. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  103744. * See http://doc.babylonjs.com/resources/baking_transformations
  103745. */
  103746. gazeTrackerMesh: Mesh;
  103747. /**
  103748. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  103749. */
  103750. updateGazeTrackerScale: boolean;
  103751. /**
  103752. * If the gaze trackers color should be updated when selecting meshes
  103753. */
  103754. updateGazeTrackerColor: boolean;
  103755. /**
  103756. * The gaze tracking mesh corresponding to the left controller
  103757. */
  103758. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  103759. /**
  103760. * The gaze tracking mesh corresponding to the right controller
  103761. */
  103762. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  103763. /**
  103764. * If the ray of the gaze should be displayed.
  103765. */
  103766. /**
  103767. * Sets if the ray of the gaze should be displayed.
  103768. */
  103769. displayGaze: boolean;
  103770. /**
  103771. * If the ray of the LaserPointer should be displayed.
  103772. */
  103773. /**
  103774. * Sets if the ray of the LaserPointer should be displayed.
  103775. */
  103776. displayLaserPointer: boolean;
  103777. /**
  103778. * The deviceOrientationCamera used as the camera when not in VR.
  103779. */
  103780. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  103781. /**
  103782. * Based on the current WebVR support, returns the current VR camera used.
  103783. */
  103784. readonly currentVRCamera: Nullable<Camera>;
  103785. /**
  103786. * The webVRCamera which is used when in VR.
  103787. */
  103788. readonly webVRCamera: WebVRFreeCamera;
  103789. /**
  103790. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  103791. */
  103792. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  103793. private readonly _teleportationRequestInitiated;
  103794. /**
  103795. * Defines wether or not Pointer lock should be requested when switching to
  103796. * full screen.
  103797. */
  103798. requestPointerLockOnFullScreen: boolean;
  103799. /**
  103800. * Instantiates a VRExperienceHelper.
  103801. * Helps to quickly add VR support to an existing scene.
  103802. * @param scene The scene the VRExperienceHelper belongs to.
  103803. * @param webVROptions Options to modify the vr experience helper's behavior.
  103804. */
  103805. constructor(scene: Scene,
  103806. /** Options to modify the vr experience helper's behavior. */
  103807. webVROptions?: VRExperienceHelperOptions);
  103808. private _onDefaultMeshLoaded;
  103809. private _onResize;
  103810. private _onFullscreenChange;
  103811. /**
  103812. * Gets a value indicating if we are currently in VR mode.
  103813. */
  103814. readonly isInVRMode: boolean;
  103815. private onVrDisplayPresentChange;
  103816. private onVRDisplayChanged;
  103817. private moveButtonToBottomRight;
  103818. private displayVRButton;
  103819. private updateButtonVisibility;
  103820. private _cachedAngularSensibility;
  103821. /**
  103822. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  103823. * Otherwise, will use the fullscreen API.
  103824. */
  103825. enterVR(): void;
  103826. /**
  103827. * Attempt to exit VR, or fullscreen.
  103828. */
  103829. exitVR(): void;
  103830. /**
  103831. * The position of the vr experience helper.
  103832. */
  103833. /**
  103834. * Sets the position of the vr experience helper.
  103835. */
  103836. position: Vector3;
  103837. /**
  103838. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  103839. */
  103840. enableInteractions(): void;
  103841. private readonly _noControllerIsActive;
  103842. private beforeRender;
  103843. private _isTeleportationFloor;
  103844. /**
  103845. * Adds a floor mesh to be used for teleportation.
  103846. * @param floorMesh the mesh to be used for teleportation.
  103847. */
  103848. addFloorMesh(floorMesh: Mesh): void;
  103849. /**
  103850. * Removes a floor mesh from being used for teleportation.
  103851. * @param floorMesh the mesh to be removed.
  103852. */
  103853. removeFloorMesh(floorMesh: Mesh): void;
  103854. /**
  103855. * Enables interactions and teleportation using the VR controllers and gaze.
  103856. * @param vrTeleportationOptions options to modify teleportation behavior.
  103857. */
  103858. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  103859. private _onNewGamepadConnected;
  103860. private _tryEnableInteractionOnController;
  103861. private _onNewGamepadDisconnected;
  103862. private _enableInteractionOnController;
  103863. private _checkTeleportWithRay;
  103864. private _checkRotate;
  103865. private _checkTeleportBackwards;
  103866. private _enableTeleportationOnController;
  103867. private _createTeleportationCircles;
  103868. private _displayTeleportationTarget;
  103869. private _hideTeleportationTarget;
  103870. private _rotateCamera;
  103871. private _moveTeleportationSelectorTo;
  103872. private _workingVector;
  103873. private _workingQuaternion;
  103874. private _workingMatrix;
  103875. /**
  103876. * Teleports the users feet to the desired location
  103877. * @param location The location where the user's feet should be placed
  103878. */
  103879. teleportCamera(location: Vector3): void;
  103880. private _convertNormalToDirectionOfRay;
  103881. private _castRayAndSelectObject;
  103882. private _notifySelectedMeshUnselected;
  103883. /**
  103884. * Sets the color of the laser ray from the vr controllers.
  103885. * @param color new color for the ray.
  103886. */
  103887. changeLaserColor(color: Color3): void;
  103888. /**
  103889. * Sets the color of the ray from the vr headsets gaze.
  103890. * @param color new color for the ray.
  103891. */
  103892. changeGazeColor(color: Color3): void;
  103893. /**
  103894. * Exits VR and disposes of the vr experience helper
  103895. */
  103896. dispose(): void;
  103897. /**
  103898. * Gets the name of the VRExperienceHelper class
  103899. * @returns "VRExperienceHelper"
  103900. */
  103901. getClassName(): string;
  103902. }
  103903. }
  103904. declare module BABYLON {
  103905. /**
  103906. * Manages an XRSession to work with Babylon's engine
  103907. * @see https://doc.babylonjs.com/how_to/webxr
  103908. */
  103909. export class WebXRSessionManager implements IDisposable {
  103910. private scene;
  103911. /**
  103912. * Fires every time a new xrFrame arrives which can be used to update the camera
  103913. */
  103914. onXRFrameObservable: Observable<any>;
  103915. /**
  103916. * Fires when the xr session is ended either by the device or manually done
  103917. */
  103918. onXRSessionEnded: Observable<any>;
  103919. /**
  103920. * Underlying xr session
  103921. */
  103922. session: XRSession;
  103923. /**
  103924. * Type of reference space used when creating the session
  103925. */
  103926. referenceSpace: XRReferenceSpace;
  103927. /** @hidden */
  103928. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  103929. /**
  103930. * Current XR frame
  103931. */
  103932. currentFrame: Nullable<XRFrame>;
  103933. private _xrNavigator;
  103934. private baseLayer;
  103935. /**
  103936. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  103937. * @param scene The scene which the session should be created for
  103938. */
  103939. constructor(scene: Scene);
  103940. /**
  103941. * Initializes the manager
  103942. * After initialization enterXR can be called to start an XR session
  103943. * @returns Promise which resolves after it is initialized
  103944. */
  103945. initializeAsync(): Promise<void>;
  103946. /**
  103947. * Initializes an xr session
  103948. * @param xrSessionMode mode to initialize
  103949. * @returns a promise which will resolve once the session has been initialized
  103950. */
  103951. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  103952. /**
  103953. * Sets the reference space on the xr session
  103954. * @param referenceSpace space to set
  103955. * @returns a promise that will resolve once the reference space has been set
  103956. */
  103957. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  103958. /**
  103959. * Updates the render state of the session
  103960. * @param state state to set
  103961. * @returns a promise that resolves once the render state has been updated
  103962. */
  103963. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  103964. /**
  103965. * Starts rendering to the xr layer
  103966. * @returns a promise that will resolve once rendering has started
  103967. */
  103968. startRenderingToXRAsync(): Promise<void>;
  103969. /**
  103970. * Stops the xrSession and restores the renderloop
  103971. * @returns Promise which resolves after it exits XR
  103972. */
  103973. exitXRAsync(): Promise<unknown>;
  103974. /**
  103975. * Checks if a session would be supported for the creation options specified
  103976. * @param sessionMode session mode to check if supported eg. immersive-vr
  103977. * @returns true if supported
  103978. */
  103979. supportsSessionAsync(sessionMode: XRSessionMode): any;
  103980. /**
  103981. * @hidden
  103982. * Converts the render layer of xrSession to a render target
  103983. * @param session session to create render target for
  103984. * @param scene scene the new render target should be created for
  103985. */
  103986. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  103987. /**
  103988. * Disposes of the session manager
  103989. */
  103990. dispose(): void;
  103991. }
  103992. }
  103993. declare module BABYLON {
  103994. /**
  103995. * WebXR Camera which holds the views for the xrSession
  103996. * @see https://doc.babylonjs.com/how_to/webxr
  103997. */
  103998. export class WebXRCamera extends FreeCamera {
  103999. private static _TmpMatrix;
  104000. /**
  104001. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104002. * @param name the name of the camera
  104003. * @param scene the scene to add the camera to
  104004. */
  104005. constructor(name: string, scene: Scene);
  104006. private _updateNumberOfRigCameras;
  104007. /** @hidden */
  104008. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104009. /**
  104010. * Updates the cameras position from the current pose information of the XR session
  104011. * @param xrSessionManager the session containing pose information
  104012. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104013. */
  104014. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104015. }
  104016. }
  104017. declare module BABYLON {
  104018. /**
  104019. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104020. */
  104021. export class WebXRManagedOutputCanvas implements IDisposable {
  104022. private helper;
  104023. private _canvas;
  104024. /**
  104025. * xrpresent context of the canvas which can be used to display/mirror xr content
  104026. */
  104027. canvasContext: WebGLRenderingContext;
  104028. /**
  104029. * xr layer for the canvas
  104030. */
  104031. xrLayer: Nullable<XRWebGLLayer>;
  104032. /**
  104033. * Initializes the xr layer for the session
  104034. * @param xrSession xr session
  104035. * @returns a promise that will resolve once the XR Layer has been created
  104036. */
  104037. initializeXRLayerAsync(xrSession: any): any;
  104038. /**
  104039. * Initializes the canvas to be added/removed upon entering/exiting xr
  104040. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104041. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104042. */
  104043. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104044. /**
  104045. * Disposes of the object
  104046. */
  104047. dispose(): void;
  104048. private _setManagedOutputCanvas;
  104049. private _addCanvas;
  104050. private _removeCanvas;
  104051. }
  104052. }
  104053. declare module BABYLON {
  104054. /**
  104055. * States of the webXR experience
  104056. */
  104057. export enum WebXRState {
  104058. /**
  104059. * Transitioning to being in XR mode
  104060. */
  104061. ENTERING_XR = 0,
  104062. /**
  104063. * Transitioning to non XR mode
  104064. */
  104065. EXITING_XR = 1,
  104066. /**
  104067. * In XR mode and presenting
  104068. */
  104069. IN_XR = 2,
  104070. /**
  104071. * Not entered XR mode
  104072. */
  104073. NOT_IN_XR = 3
  104074. }
  104075. /**
  104076. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104077. * @see https://doc.babylonjs.com/how_to/webxr
  104078. */
  104079. export class WebXRExperienceHelper implements IDisposable {
  104080. private scene;
  104081. /**
  104082. * 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
  104083. */
  104084. container: AbstractMesh;
  104085. /**
  104086. * Camera used to render xr content
  104087. */
  104088. camera: WebXRCamera;
  104089. /**
  104090. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104091. */
  104092. state: WebXRState;
  104093. private _setState;
  104094. private static _TmpVector;
  104095. /**
  104096. * Fires when the state of the experience helper has changed
  104097. */
  104098. onStateChangedObservable: Observable<WebXRState>;
  104099. /** Session manager used to keep track of xr session */
  104100. sessionManager: WebXRSessionManager;
  104101. private _nonVRCamera;
  104102. private _originalSceneAutoClear;
  104103. private _supported;
  104104. /**
  104105. * Creates the experience helper
  104106. * @param scene the scene to attach the experience helper to
  104107. * @returns a promise for the experience helper
  104108. */
  104109. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104110. /**
  104111. * Creates a WebXRExperienceHelper
  104112. * @param scene The scene the helper should be created in
  104113. */
  104114. private constructor();
  104115. /**
  104116. * Exits XR mode and returns the scene to its original state
  104117. * @returns promise that resolves after xr mode has exited
  104118. */
  104119. exitXRAsync(): Promise<unknown>;
  104120. /**
  104121. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104122. * @param sessionCreationOptions options for the XR session
  104123. * @param referenceSpaceType frame of reference of the XR session
  104124. * @param outputCanvas the output canvas that will be used to enter XR mode
  104125. * @returns promise that resolves after xr mode has entered
  104126. */
  104127. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104128. /**
  104129. * Updates the global position of the camera by moving the camera's container
  104130. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104131. * @param position The desired global position of the camera
  104132. */
  104133. setPositionOfCameraUsingContainer(position: Vector3): void;
  104134. /**
  104135. * Rotates the xr camera by rotating the camera's container around the camera's position
  104136. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104137. * @param rotation the desired quaternion rotation to apply to the camera
  104138. */
  104139. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104140. /**
  104141. * Disposes of the experience helper
  104142. */
  104143. dispose(): void;
  104144. }
  104145. }
  104146. declare module BABYLON {
  104147. /**
  104148. * Button which can be used to enter a different mode of XR
  104149. */
  104150. export class WebXREnterExitUIButton {
  104151. /** button element */
  104152. element: HTMLElement;
  104153. /** XR initialization options for the button */
  104154. sessionMode: XRSessionMode;
  104155. /** Reference space type */
  104156. referenceSpaceType: XRReferenceSpaceType;
  104157. /**
  104158. * Creates a WebXREnterExitUIButton
  104159. * @param element button element
  104160. * @param sessionMode XR initialization session mode
  104161. * @param referenceSpaceType the type of reference space to be used
  104162. */
  104163. constructor(
  104164. /** button element */
  104165. element: HTMLElement,
  104166. /** XR initialization options for the button */
  104167. sessionMode: XRSessionMode,
  104168. /** Reference space type */
  104169. referenceSpaceType: XRReferenceSpaceType);
  104170. /**
  104171. * Overwritable function which can be used to update the button's visuals when the state changes
  104172. * @param activeButton the current active button in the UI
  104173. */
  104174. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  104175. }
  104176. /**
  104177. * Options to create the webXR UI
  104178. */
  104179. export class WebXREnterExitUIOptions {
  104180. /**
  104181. * Context to enter xr with
  104182. */
  104183. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  104184. /**
  104185. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  104186. */
  104187. customButtons?: Array<WebXREnterExitUIButton>;
  104188. }
  104189. /**
  104190. * UI to allow the user to enter/exit XR mode
  104191. */
  104192. export class WebXREnterExitUI implements IDisposable {
  104193. private scene;
  104194. private _overlay;
  104195. private _buttons;
  104196. private _activeButton;
  104197. /**
  104198. * Fired every time the active button is changed.
  104199. *
  104200. * When xr is entered via a button that launches xr that button will be the callback parameter
  104201. *
  104202. * When exiting xr the callback parameter will be null)
  104203. */
  104204. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  104205. /**
  104206. * Creates UI to allow the user to enter/exit XR mode
  104207. * @param scene the scene to add the ui to
  104208. * @param helper the xr experience helper to enter/exit xr with
  104209. * @param options options to configure the UI
  104210. * @returns the created ui
  104211. */
  104212. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  104213. private constructor();
  104214. private _updateButtons;
  104215. /**
  104216. * Disposes of the object
  104217. */
  104218. dispose(): void;
  104219. }
  104220. }
  104221. declare module BABYLON {
  104222. /**
  104223. * Represents an XR input
  104224. */
  104225. export class WebXRController {
  104226. private scene;
  104227. /** The underlying input source for the controller */
  104228. inputSource: XRInputSource;
  104229. private parentContainer;
  104230. /**
  104231. * 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
  104232. */
  104233. grip?: AbstractMesh;
  104234. /**
  104235. * Pointer which can be used to select objects or attach a visible laser to
  104236. */
  104237. pointer: AbstractMesh;
  104238. /**
  104239. * Event that fires when the controller is removed/disposed
  104240. */
  104241. onDisposeObservable: Observable<{}>;
  104242. private _tmpMatrix;
  104243. private _tmpQuaternion;
  104244. private _tmpVector;
  104245. /**
  104246. * Creates the controller
  104247. * @see https://doc.babylonjs.com/how_to/webxr
  104248. * @param scene the scene which the controller should be associated to
  104249. * @param inputSource the underlying input source for the controller
  104250. * @param parentContainer parent that the controller meshes should be children of
  104251. */
  104252. constructor(scene: Scene,
  104253. /** The underlying input source for the controller */
  104254. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  104255. /**
  104256. * Updates the controller pose based on the given XRFrame
  104257. * @param xrFrame xr frame to update the pose with
  104258. * @param referenceSpace reference space to use
  104259. */
  104260. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  104261. /**
  104262. * Gets a world space ray coming from the controller
  104263. * @param result the resulting ray
  104264. */
  104265. getWorldPointerRayToRef(result: Ray): void;
  104266. /**
  104267. * Disposes of the object
  104268. */
  104269. dispose(): void;
  104270. }
  104271. }
  104272. declare module BABYLON {
  104273. /**
  104274. * XR input used to track XR inputs such as controllers/rays
  104275. */
  104276. export class WebXRInput implements IDisposable {
  104277. /**
  104278. * Base experience the input listens to
  104279. */
  104280. baseExperience: WebXRExperienceHelper;
  104281. /**
  104282. * XR controllers being tracked
  104283. */
  104284. controllers: Array<WebXRController>;
  104285. private _frameObserver;
  104286. private _stateObserver;
  104287. /**
  104288. * Event when a controller has been connected/added
  104289. */
  104290. onControllerAddedObservable: Observable<WebXRController>;
  104291. /**
  104292. * Event when a controller has been removed/disconnected
  104293. */
  104294. onControllerRemovedObservable: Observable<WebXRController>;
  104295. /**
  104296. * Initializes the WebXRInput
  104297. * @param baseExperience experience helper which the input should be created for
  104298. */
  104299. constructor(
  104300. /**
  104301. * Base experience the input listens to
  104302. */
  104303. baseExperience: WebXRExperienceHelper);
  104304. private _onInputSourcesChange;
  104305. private _addAndRemoveControllers;
  104306. /**
  104307. * Disposes of the object
  104308. */
  104309. dispose(): void;
  104310. }
  104311. }
  104312. declare module BABYLON {
  104313. /**
  104314. * Enables teleportation
  104315. */
  104316. export class WebXRControllerTeleportation {
  104317. private _teleportationFillColor;
  104318. private _teleportationBorderColor;
  104319. private _tmpRay;
  104320. private _tmpVector;
  104321. /**
  104322. * Creates a WebXRControllerTeleportation
  104323. * @param input input manager to add teleportation to
  104324. * @param floorMeshes floormeshes which can be teleported to
  104325. */
  104326. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  104327. }
  104328. }
  104329. declare module BABYLON {
  104330. /**
  104331. * Handles pointer input automatically for the pointer of XR controllers
  104332. */
  104333. export class WebXRControllerPointerSelection {
  104334. private static _idCounter;
  104335. private _tmpRay;
  104336. /**
  104337. * Creates a WebXRControllerPointerSelection
  104338. * @param input input manager to setup pointer selection
  104339. */
  104340. constructor(input: WebXRInput);
  104341. private _convertNormalToDirectionOfRay;
  104342. private _updatePointerDistance;
  104343. }
  104344. }
  104345. declare module BABYLON {
  104346. /**
  104347. * Class used to represent data loading progression
  104348. */
  104349. export class SceneLoaderProgressEvent {
  104350. /** defines if data length to load can be evaluated */
  104351. readonly lengthComputable: boolean;
  104352. /** defines the loaded data length */
  104353. readonly loaded: number;
  104354. /** defines the data length to load */
  104355. readonly total: number;
  104356. /**
  104357. * Create a new progress event
  104358. * @param lengthComputable defines if data length to load can be evaluated
  104359. * @param loaded defines the loaded data length
  104360. * @param total defines the data length to load
  104361. */
  104362. constructor(
  104363. /** defines if data length to load can be evaluated */
  104364. lengthComputable: boolean,
  104365. /** defines the loaded data length */
  104366. loaded: number,
  104367. /** defines the data length to load */
  104368. total: number);
  104369. /**
  104370. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  104371. * @param event defines the source event
  104372. * @returns a new SceneLoaderProgressEvent
  104373. */
  104374. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  104375. }
  104376. /**
  104377. * Interface used by SceneLoader plugins to define supported file extensions
  104378. */
  104379. export interface ISceneLoaderPluginExtensions {
  104380. /**
  104381. * Defines the list of supported extensions
  104382. */
  104383. [extension: string]: {
  104384. isBinary: boolean;
  104385. };
  104386. }
  104387. /**
  104388. * Interface used by SceneLoader plugin factory
  104389. */
  104390. export interface ISceneLoaderPluginFactory {
  104391. /**
  104392. * Defines the name of the factory
  104393. */
  104394. name: string;
  104395. /**
  104396. * Function called to create a new plugin
  104397. * @return the new plugin
  104398. */
  104399. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  104400. /**
  104401. * Boolean indicating if the plugin can direct load specific data
  104402. */
  104403. canDirectLoad?: (data: string) => boolean;
  104404. }
  104405. /**
  104406. * Interface used to define a SceneLoader plugin
  104407. */
  104408. export interface ISceneLoaderPlugin {
  104409. /**
  104410. * The friendly name of this plugin.
  104411. */
  104412. name: string;
  104413. /**
  104414. * The file extensions supported by this plugin.
  104415. */
  104416. extensions: string | ISceneLoaderPluginExtensions;
  104417. /**
  104418. * Import meshes into a scene.
  104419. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104420. * @param scene The scene to import into
  104421. * @param data The data to import
  104422. * @param rootUrl The root url for scene and resources
  104423. * @param meshes The meshes array to import into
  104424. * @param particleSystems The particle systems array to import into
  104425. * @param skeletons The skeletons array to import into
  104426. * @param onError The callback when import fails
  104427. * @returns True if successful or false otherwise
  104428. */
  104429. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  104430. /**
  104431. * Load into a scene.
  104432. * @param scene The scene to load into
  104433. * @param data The data to import
  104434. * @param rootUrl The root url for scene and resources
  104435. * @param onError The callback when import fails
  104436. * @returns true if successful or false otherwise
  104437. */
  104438. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  104439. /**
  104440. * The callback that returns true if the data can be directly loaded.
  104441. */
  104442. canDirectLoad?: (data: string) => boolean;
  104443. /**
  104444. * The callback that allows custom handling of the root url based on the response url.
  104445. */
  104446. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104447. /**
  104448. * Load into an asset container.
  104449. * @param scene The scene to load into
  104450. * @param data The data to import
  104451. * @param rootUrl The root url for scene and resources
  104452. * @param onError The callback when import fails
  104453. * @returns The loaded asset container
  104454. */
  104455. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  104456. }
  104457. /**
  104458. * Interface used to define an async SceneLoader plugin
  104459. */
  104460. export interface ISceneLoaderPluginAsync {
  104461. /**
  104462. * The friendly name of this plugin.
  104463. */
  104464. name: string;
  104465. /**
  104466. * The file extensions supported by this plugin.
  104467. */
  104468. extensions: string | ISceneLoaderPluginExtensions;
  104469. /**
  104470. * Import meshes into a scene.
  104471. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104472. * @param scene The scene to import into
  104473. * @param data The data to import
  104474. * @param rootUrl The root url for scene and resources
  104475. * @param onProgress The callback when the load progresses
  104476. * @param fileName Defines the name of the file to load
  104477. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  104478. */
  104479. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  104480. meshes: AbstractMesh[];
  104481. particleSystems: IParticleSystem[];
  104482. skeletons: Skeleton[];
  104483. animationGroups: AnimationGroup[];
  104484. }>;
  104485. /**
  104486. * Load into a scene.
  104487. * @param scene The scene to load into
  104488. * @param data The data to import
  104489. * @param rootUrl The root url for scene and resources
  104490. * @param onProgress The callback when the load progresses
  104491. * @param fileName Defines the name of the file to load
  104492. * @returns Nothing
  104493. */
  104494. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  104495. /**
  104496. * The callback that returns true if the data can be directly loaded.
  104497. */
  104498. canDirectLoad?: (data: string) => boolean;
  104499. /**
  104500. * The callback that allows custom handling of the root url based on the response url.
  104501. */
  104502. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104503. /**
  104504. * Load into an asset container.
  104505. * @param scene The scene to load into
  104506. * @param data The data to import
  104507. * @param rootUrl The root url for scene and resources
  104508. * @param onProgress The callback when the load progresses
  104509. * @param fileName Defines the name of the file to load
  104510. * @returns The loaded asset container
  104511. */
  104512. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  104513. }
  104514. /**
  104515. * Class used to load scene from various file formats using registered plugins
  104516. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  104517. */
  104518. export class SceneLoader {
  104519. /**
  104520. * No logging while loading
  104521. */
  104522. static readonly NO_LOGGING: number;
  104523. /**
  104524. * Minimal logging while loading
  104525. */
  104526. static readonly MINIMAL_LOGGING: number;
  104527. /**
  104528. * Summary logging while loading
  104529. */
  104530. static readonly SUMMARY_LOGGING: number;
  104531. /**
  104532. * Detailled logging while loading
  104533. */
  104534. static readonly DETAILED_LOGGING: number;
  104535. /**
  104536. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  104537. */
  104538. static ForceFullSceneLoadingForIncremental: boolean;
  104539. /**
  104540. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  104541. */
  104542. static ShowLoadingScreen: boolean;
  104543. /**
  104544. * Defines the current logging level (while loading the scene)
  104545. * @ignorenaming
  104546. */
  104547. static loggingLevel: number;
  104548. /**
  104549. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  104550. */
  104551. static CleanBoneMatrixWeights: boolean;
  104552. /**
  104553. * Event raised when a plugin is used to load a scene
  104554. */
  104555. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  104556. private static _registeredPlugins;
  104557. private static _getDefaultPlugin;
  104558. private static _getPluginForExtension;
  104559. private static _getPluginForDirectLoad;
  104560. private static _getPluginForFilename;
  104561. private static _getDirectLoad;
  104562. private static _loadData;
  104563. private static _getFileInfo;
  104564. /**
  104565. * Gets a plugin that can load the given extension
  104566. * @param extension defines the extension to load
  104567. * @returns a plugin or null if none works
  104568. */
  104569. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  104570. /**
  104571. * Gets a boolean indicating that the given extension can be loaded
  104572. * @param extension defines the extension to load
  104573. * @returns true if the extension is supported
  104574. */
  104575. static IsPluginForExtensionAvailable(extension: string): boolean;
  104576. /**
  104577. * Adds a new plugin to the list of registered plugins
  104578. * @param plugin defines the plugin to add
  104579. */
  104580. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  104581. /**
  104582. * Import meshes into a scene
  104583. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104584. * @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)
  104585. * @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)
  104586. * @param scene the instance of BABYLON.Scene to append to
  104587. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  104588. * @param onProgress a callback with a progress event for each file being loaded
  104589. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  104590. * @param pluginExtension the extension used to determine the plugin
  104591. * @returns The loaded plugin
  104592. */
  104593. 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>;
  104594. /**
  104595. * Import meshes into a scene
  104596. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104597. * @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)
  104598. * @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)
  104599. * @param scene the instance of BABYLON.Scene to append to
  104600. * @param onProgress a callback with a progress event for each file being loaded
  104601. * @param pluginExtension the extension used to determine the plugin
  104602. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  104603. */
  104604. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  104605. meshes: AbstractMesh[];
  104606. particleSystems: IParticleSystem[];
  104607. skeletons: Skeleton[];
  104608. animationGroups: AnimationGroup[];
  104609. }>;
  104610. /**
  104611. * Load a scene
  104612. * @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)
  104613. * @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)
  104614. * @param engine is the instance of BABYLON.Engine to use to create the scene
  104615. * @param onSuccess a callback with the scene when import succeeds
  104616. * @param onProgress a callback with a progress event for each file being loaded
  104617. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  104618. * @param pluginExtension the extension used to determine the plugin
  104619. * @returns The loaded plugin
  104620. */
  104621. 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>;
  104622. /**
  104623. * Load a scene
  104624. * @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)
  104625. * @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)
  104626. * @param engine is the instance of BABYLON.Engine to use to create the scene
  104627. * @param onProgress a callback with a progress event for each file being loaded
  104628. * @param pluginExtension the extension used to determine the plugin
  104629. * @returns The loaded scene
  104630. */
  104631. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  104632. /**
  104633. * Append a scene
  104634. * @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)
  104635. * @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)
  104636. * @param scene is the instance of BABYLON.Scene to append to
  104637. * @param onSuccess a callback with the scene when import succeeds
  104638. * @param onProgress a callback with a progress event for each file being loaded
  104639. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  104640. * @param pluginExtension the extension used to determine the plugin
  104641. * @returns The loaded plugin
  104642. */
  104643. 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>;
  104644. /**
  104645. * Append a scene
  104646. * @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)
  104647. * @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)
  104648. * @param scene is the instance of BABYLON.Scene to append to
  104649. * @param onProgress a callback with a progress event for each file being loaded
  104650. * @param pluginExtension the extension used to determine the plugin
  104651. * @returns The given scene
  104652. */
  104653. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  104654. /**
  104655. * Load a scene into an asset container
  104656. * @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)
  104657. * @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)
  104658. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  104659. * @param onSuccess a callback with the scene when import succeeds
  104660. * @param onProgress a callback with a progress event for each file being loaded
  104661. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  104662. * @param pluginExtension the extension used to determine the plugin
  104663. * @returns The loaded plugin
  104664. */
  104665. 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>;
  104666. /**
  104667. * Load a scene into an asset container
  104668. * @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)
  104669. * @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)
  104670. * @param scene is the instance of Scene to append to
  104671. * @param onProgress a callback with a progress event for each file being loaded
  104672. * @param pluginExtension the extension used to determine the plugin
  104673. * @returns The loaded asset container
  104674. */
  104675. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  104676. }
  104677. }
  104678. declare module BABYLON {
  104679. /**
  104680. * Generic Controller
  104681. */
  104682. export class GenericController extends WebVRController {
  104683. /**
  104684. * Base Url for the controller model.
  104685. */
  104686. static readonly MODEL_BASE_URL: string;
  104687. /**
  104688. * File name for the controller model.
  104689. */
  104690. static readonly MODEL_FILENAME: string;
  104691. /**
  104692. * Creates a new GenericController from a gamepad
  104693. * @param vrGamepad the gamepad that the controller should be created from
  104694. */
  104695. constructor(vrGamepad: any);
  104696. /**
  104697. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  104698. * @param scene scene in which to add meshes
  104699. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  104700. */
  104701. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  104702. /**
  104703. * Called once for each button that changed state since the last frame
  104704. * @param buttonIdx Which button index changed
  104705. * @param state New state of the button
  104706. * @param changes Which properties on the state changed since last frame
  104707. */
  104708. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  104709. }
  104710. }
  104711. declare module BABYLON {
  104712. /**
  104713. * Defines the WindowsMotionController object that the state of the windows motion controller
  104714. */
  104715. export class WindowsMotionController extends WebVRController {
  104716. /**
  104717. * The base url used to load the left and right controller models
  104718. */
  104719. static MODEL_BASE_URL: string;
  104720. /**
  104721. * The name of the left controller model file
  104722. */
  104723. static MODEL_LEFT_FILENAME: string;
  104724. /**
  104725. * The name of the right controller model file
  104726. */
  104727. static MODEL_RIGHT_FILENAME: string;
  104728. /**
  104729. * The controller name prefix for this controller type
  104730. */
  104731. static readonly GAMEPAD_ID_PREFIX: string;
  104732. /**
  104733. * The controller id pattern for this controller type
  104734. */
  104735. private static readonly GAMEPAD_ID_PATTERN;
  104736. private _loadedMeshInfo;
  104737. private readonly _mapping;
  104738. /**
  104739. * Fired when the trackpad on this controller is clicked
  104740. */
  104741. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  104742. /**
  104743. * Fired when the trackpad on this controller is modified
  104744. */
  104745. onTrackpadValuesChangedObservable: Observable<StickValues>;
  104746. /**
  104747. * The current x and y values of this controller's trackpad
  104748. */
  104749. trackpad: StickValues;
  104750. /**
  104751. * Creates a new WindowsMotionController from a gamepad
  104752. * @param vrGamepad the gamepad that the controller should be created from
  104753. */
  104754. constructor(vrGamepad: any);
  104755. /**
  104756. * Fired when the trigger on this controller is modified
  104757. */
  104758. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104759. /**
  104760. * Fired when the menu button on this controller is modified
  104761. */
  104762. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104763. /**
  104764. * Fired when the grip button on this controller is modified
  104765. */
  104766. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104767. /**
  104768. * Fired when the thumbstick button on this controller is modified
  104769. */
  104770. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104771. /**
  104772. * Fired when the touchpad button on this controller is modified
  104773. */
  104774. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104775. /**
  104776. * Fired when the touchpad values on this controller are modified
  104777. */
  104778. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  104779. private _updateTrackpad;
  104780. /**
  104781. * Called once per frame by the engine.
  104782. */
  104783. update(): void;
  104784. /**
  104785. * Called once for each button that changed state since the last frame
  104786. * @param buttonIdx Which button index changed
  104787. * @param state New state of the button
  104788. * @param changes Which properties on the state changed since last frame
  104789. */
  104790. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  104791. /**
  104792. * Moves the buttons on the controller mesh based on their current state
  104793. * @param buttonName the name of the button to move
  104794. * @param buttonValue the value of the button which determines the buttons new position
  104795. */
  104796. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  104797. /**
  104798. * Moves the axis on the controller mesh based on its current state
  104799. * @param axis the index of the axis
  104800. * @param axisValue the value of the axis which determines the meshes new position
  104801. * @hidden
  104802. */
  104803. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  104804. /**
  104805. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  104806. * @param scene scene in which to add meshes
  104807. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  104808. */
  104809. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  104810. /**
  104811. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  104812. * can be transformed by button presses and axes values, based on this._mapping.
  104813. *
  104814. * @param scene scene in which the meshes exist
  104815. * @param meshes list of meshes that make up the controller model to process
  104816. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  104817. */
  104818. private processModel;
  104819. private createMeshInfo;
  104820. /**
  104821. * Gets the ray of the controller in the direction the controller is pointing
  104822. * @param length the length the resulting ray should be
  104823. * @returns a ray in the direction the controller is pointing
  104824. */
  104825. getForwardRay(length?: number): Ray;
  104826. /**
  104827. * Disposes of the controller
  104828. */
  104829. dispose(): void;
  104830. }
  104831. }
  104832. declare module BABYLON {
  104833. /**
  104834. * Oculus Touch Controller
  104835. */
  104836. export class OculusTouchController extends WebVRController {
  104837. /**
  104838. * Base Url for the controller model.
  104839. */
  104840. static MODEL_BASE_URL: string;
  104841. /**
  104842. * File name for the left controller model.
  104843. */
  104844. static MODEL_LEFT_FILENAME: string;
  104845. /**
  104846. * File name for the right controller model.
  104847. */
  104848. static MODEL_RIGHT_FILENAME: string;
  104849. /**
  104850. * Base Url for the Quest controller model.
  104851. */
  104852. static QUEST_MODEL_BASE_URL: string;
  104853. /**
  104854. * @hidden
  104855. * If the controllers are running on a device that needs the updated Quest controller models
  104856. */
  104857. static _IsQuest: boolean;
  104858. /**
  104859. * Fired when the secondary trigger on this controller is modified
  104860. */
  104861. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  104862. /**
  104863. * Fired when the thumb rest on this controller is modified
  104864. */
  104865. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  104866. /**
  104867. * Creates a new OculusTouchController from a gamepad
  104868. * @param vrGamepad the gamepad that the controller should be created from
  104869. */
  104870. constructor(vrGamepad: any);
  104871. /**
  104872. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  104873. * @param scene scene in which to add meshes
  104874. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  104875. */
  104876. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  104877. /**
  104878. * Fired when the A button on this controller is modified
  104879. */
  104880. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104881. /**
  104882. * Fired when the B button on this controller is modified
  104883. */
  104884. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104885. /**
  104886. * Fired when the X button on this controller is modified
  104887. */
  104888. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104889. /**
  104890. * Fired when the Y button on this controller is modified
  104891. */
  104892. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104893. /**
  104894. * Called once for each button that changed state since the last frame
  104895. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  104896. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  104897. * 2) secondary trigger (same)
  104898. * 3) A (right) X (left), touch, pressed = value
  104899. * 4) B / Y
  104900. * 5) thumb rest
  104901. * @param buttonIdx Which button index changed
  104902. * @param state New state of the button
  104903. * @param changes Which properties on the state changed since last frame
  104904. */
  104905. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  104906. }
  104907. }
  104908. declare module BABYLON {
  104909. /**
  104910. * Vive Controller
  104911. */
  104912. export class ViveController extends WebVRController {
  104913. /**
  104914. * Base Url for the controller model.
  104915. */
  104916. static MODEL_BASE_URL: string;
  104917. /**
  104918. * File name for the controller model.
  104919. */
  104920. static MODEL_FILENAME: string;
  104921. /**
  104922. * Creates a new ViveController from a gamepad
  104923. * @param vrGamepad the gamepad that the controller should be created from
  104924. */
  104925. constructor(vrGamepad: any);
  104926. /**
  104927. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  104928. * @param scene scene in which to add meshes
  104929. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  104930. */
  104931. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  104932. /**
  104933. * Fired when the left button on this controller is modified
  104934. */
  104935. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104936. /**
  104937. * Fired when the right button on this controller is modified
  104938. */
  104939. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104940. /**
  104941. * Fired when the menu button on this controller is modified
  104942. */
  104943. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  104944. /**
  104945. * Called once for each button that changed state since the last frame
  104946. * Vive mapping:
  104947. * 0: touchpad
  104948. * 1: trigger
  104949. * 2: left AND right buttons
  104950. * 3: menu button
  104951. * @param buttonIdx Which button index changed
  104952. * @param state New state of the button
  104953. * @param changes Which properties on the state changed since last frame
  104954. */
  104955. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  104956. }
  104957. }
  104958. declare module BABYLON {
  104959. /**
  104960. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  104961. */
  104962. export class WebXRControllerModelLoader {
  104963. /**
  104964. * Creates the WebXRControllerModelLoader
  104965. * @param input xr input that creates the controllers
  104966. */
  104967. constructor(input: WebXRInput);
  104968. }
  104969. }
  104970. declare module BABYLON {
  104971. /**
  104972. * Contains an array of blocks representing the octree
  104973. */
  104974. export interface IOctreeContainer<T> {
  104975. /**
  104976. * Blocks within the octree
  104977. */
  104978. blocks: Array<OctreeBlock<T>>;
  104979. }
  104980. /**
  104981. * Class used to store a cell in an octree
  104982. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104983. */
  104984. export class OctreeBlock<T> {
  104985. /**
  104986. * Gets the content of the current block
  104987. */
  104988. entries: T[];
  104989. /**
  104990. * Gets the list of block children
  104991. */
  104992. blocks: Array<OctreeBlock<T>>;
  104993. private _depth;
  104994. private _maxDepth;
  104995. private _capacity;
  104996. private _minPoint;
  104997. private _maxPoint;
  104998. private _boundingVectors;
  104999. private _creationFunc;
  105000. /**
  105001. * Creates a new block
  105002. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105003. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105004. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105005. * @param depth defines the current depth of this block in the octree
  105006. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105007. * @param creationFunc defines a callback to call when an element is added to the block
  105008. */
  105009. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105010. /**
  105011. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105012. */
  105013. readonly capacity: number;
  105014. /**
  105015. * Gets the minimum vector (in world space) of the block's bounding box
  105016. */
  105017. readonly minPoint: Vector3;
  105018. /**
  105019. * Gets the maximum vector (in world space) of the block's bounding box
  105020. */
  105021. readonly maxPoint: Vector3;
  105022. /**
  105023. * Add a new element to this block
  105024. * @param entry defines the element to add
  105025. */
  105026. addEntry(entry: T): void;
  105027. /**
  105028. * Remove an element from this block
  105029. * @param entry defines the element to remove
  105030. */
  105031. removeEntry(entry: T): void;
  105032. /**
  105033. * Add an array of elements to this block
  105034. * @param entries defines the array of elements to add
  105035. */
  105036. addEntries(entries: T[]): void;
  105037. /**
  105038. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105039. * @param frustumPlanes defines the frustum planes to test
  105040. * @param selection defines the array to store current content if selection is positive
  105041. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105042. */
  105043. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105044. /**
  105045. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105046. * @param sphereCenter defines the bounding sphere center
  105047. * @param sphereRadius defines the bounding sphere radius
  105048. * @param selection defines the array to store current content if selection is positive
  105049. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105050. */
  105051. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105052. /**
  105053. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105054. * @param ray defines the ray to test with
  105055. * @param selection defines the array to store current content if selection is positive
  105056. */
  105057. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105058. /**
  105059. * Subdivide the content into child blocks (this block will then be empty)
  105060. */
  105061. createInnerBlocks(): void;
  105062. /**
  105063. * @hidden
  105064. */
  105065. 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;
  105066. }
  105067. }
  105068. declare module BABYLON {
  105069. /**
  105070. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105071. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105072. */
  105073. export class Octree<T> {
  105074. /** 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.) */
  105075. maxDepth: number;
  105076. /**
  105077. * Blocks within the octree containing objects
  105078. */
  105079. blocks: Array<OctreeBlock<T>>;
  105080. /**
  105081. * Content stored in the octree
  105082. */
  105083. dynamicContent: T[];
  105084. private _maxBlockCapacity;
  105085. private _selectionContent;
  105086. private _creationFunc;
  105087. /**
  105088. * Creates a octree
  105089. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105090. * @param creationFunc function to be used to instatiate the octree
  105091. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105092. * @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.)
  105093. */
  105094. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105095. /** 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.) */
  105096. maxDepth?: number);
  105097. /**
  105098. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105099. * @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);
  105100. * @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);
  105101. * @param entries meshes to be added to the octree blocks
  105102. */
  105103. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105104. /**
  105105. * Adds a mesh to the octree
  105106. * @param entry Mesh to add to the octree
  105107. */
  105108. addMesh(entry: T): void;
  105109. /**
  105110. * Remove an element from the octree
  105111. * @param entry defines the element to remove
  105112. */
  105113. removeMesh(entry: T): void;
  105114. /**
  105115. * Selects an array of meshes within the frustum
  105116. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105117. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105118. * @returns array of meshes within the frustum
  105119. */
  105120. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105121. /**
  105122. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105123. * @param sphereCenter defines the bounding sphere center
  105124. * @param sphereRadius defines the bounding sphere radius
  105125. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105126. * @returns an array of objects that intersect the sphere
  105127. */
  105128. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105129. /**
  105130. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105131. * @param ray defines the ray to test with
  105132. * @returns array of intersected objects
  105133. */
  105134. intersectsRay(ray: Ray): SmartArray<T>;
  105135. /**
  105136. * Adds a mesh into the octree block if it intersects the block
  105137. */
  105138. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105139. /**
  105140. * Adds a submesh into the octree block if it intersects the block
  105141. */
  105142. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105143. }
  105144. }
  105145. declare module BABYLON {
  105146. interface Scene {
  105147. /**
  105148. * @hidden
  105149. * Backing Filed
  105150. */
  105151. _selectionOctree: Octree<AbstractMesh>;
  105152. /**
  105153. * Gets the octree used to boost mesh selection (picking)
  105154. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105155. */
  105156. selectionOctree: Octree<AbstractMesh>;
  105157. /**
  105158. * Creates or updates the octree used to boost selection (picking)
  105159. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105160. * @param maxCapacity defines the maximum capacity per leaf
  105161. * @param maxDepth defines the maximum depth of the octree
  105162. * @returns an octree of AbstractMesh
  105163. */
  105164. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  105165. }
  105166. interface AbstractMesh {
  105167. /**
  105168. * @hidden
  105169. * Backing Field
  105170. */
  105171. _submeshesOctree: Octree<SubMesh>;
  105172. /**
  105173. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105174. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105175. * @param maxCapacity defines the maximum size of each block (64 by default)
  105176. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105177. * @returns the new octree
  105178. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105179. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105180. */
  105181. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  105182. }
  105183. /**
  105184. * Defines the octree scene component responsible to manage any octrees
  105185. * in a given scene.
  105186. */
  105187. export class OctreeSceneComponent {
  105188. /**
  105189. * The component name help to identify the component in the list of scene components.
  105190. */
  105191. readonly name: string;
  105192. /**
  105193. * The scene the component belongs to.
  105194. */
  105195. scene: Scene;
  105196. /**
  105197. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105198. */
  105199. readonly checksIsEnabled: boolean;
  105200. /**
  105201. * Creates a new instance of the component for the given scene
  105202. * @param scene Defines the scene to register the component in
  105203. */
  105204. constructor(scene: Scene);
  105205. /**
  105206. * Registers the component in a given scene
  105207. */
  105208. register(): void;
  105209. /**
  105210. * Return the list of active meshes
  105211. * @returns the list of active meshes
  105212. */
  105213. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  105214. /**
  105215. * Return the list of active sub meshes
  105216. * @param mesh The mesh to get the candidates sub meshes from
  105217. * @returns the list of active sub meshes
  105218. */
  105219. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  105220. private _tempRay;
  105221. /**
  105222. * Return the list of sub meshes intersecting with a given local ray
  105223. * @param mesh defines the mesh to find the submesh for
  105224. * @param localRay defines the ray in local space
  105225. * @returns the list of intersecting sub meshes
  105226. */
  105227. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  105228. /**
  105229. * Return the list of sub meshes colliding with a collider
  105230. * @param mesh defines the mesh to find the submesh for
  105231. * @param collider defines the collider to evaluate the collision against
  105232. * @returns the list of colliding sub meshes
  105233. */
  105234. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  105235. /**
  105236. * Rebuilds the elements related to this component in case of
  105237. * context lost for instance.
  105238. */
  105239. rebuild(): void;
  105240. /**
  105241. * Disposes the component and the associated ressources.
  105242. */
  105243. dispose(): void;
  105244. }
  105245. }
  105246. declare module BABYLON {
  105247. /**
  105248. * Renders a layer on top of an existing scene
  105249. */
  105250. export class UtilityLayerRenderer implements IDisposable {
  105251. /** the original scene that will be rendered on top of */
  105252. originalScene: Scene;
  105253. private _pointerCaptures;
  105254. private _lastPointerEvents;
  105255. private static _DefaultUtilityLayer;
  105256. private static _DefaultKeepDepthUtilityLayer;
  105257. private _sharedGizmoLight;
  105258. private _renderCamera;
  105259. /**
  105260. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  105261. * @returns the camera that is used when rendering the utility layer
  105262. */
  105263. getRenderCamera(): Nullable<Camera>;
  105264. /**
  105265. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  105266. * @param cam the camera that should be used when rendering the utility layer
  105267. */
  105268. setRenderCamera(cam: Nullable<Camera>): void;
  105269. /**
  105270. * @hidden
  105271. * Light which used by gizmos to get light shading
  105272. */
  105273. _getSharedGizmoLight(): HemisphericLight;
  105274. /**
  105275. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  105276. */
  105277. pickUtilitySceneFirst: boolean;
  105278. /**
  105279. * 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)
  105280. */
  105281. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  105282. /**
  105283. * 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)
  105284. */
  105285. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  105286. /**
  105287. * The scene that is rendered on top of the original scene
  105288. */
  105289. utilityLayerScene: Scene;
  105290. /**
  105291. * If the utility layer should automatically be rendered on top of existing scene
  105292. */
  105293. shouldRender: boolean;
  105294. /**
  105295. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  105296. */
  105297. onlyCheckPointerDownEvents: boolean;
  105298. /**
  105299. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  105300. */
  105301. processAllEvents: boolean;
  105302. /**
  105303. * Observable raised when the pointer move from the utility layer scene to the main scene
  105304. */
  105305. onPointerOutObservable: Observable<number>;
  105306. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  105307. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  105308. private _afterRenderObserver;
  105309. private _sceneDisposeObserver;
  105310. private _originalPointerObserver;
  105311. /**
  105312. * Instantiates a UtilityLayerRenderer
  105313. * @param originalScene the original scene that will be rendered on top of
  105314. * @param handleEvents boolean indicating if the utility layer should handle events
  105315. */
  105316. constructor(
  105317. /** the original scene that will be rendered on top of */
  105318. originalScene: Scene, handleEvents?: boolean);
  105319. private _notifyObservers;
  105320. /**
  105321. * Renders the utility layers scene on top of the original scene
  105322. */
  105323. render(): void;
  105324. /**
  105325. * Disposes of the renderer
  105326. */
  105327. dispose(): void;
  105328. private _updateCamera;
  105329. }
  105330. }
  105331. declare module BABYLON {
  105332. /**
  105333. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  105334. */
  105335. export class Gizmo implements IDisposable {
  105336. /** The utility layer the gizmo will be added to */
  105337. gizmoLayer: UtilityLayerRenderer;
  105338. /**
  105339. * The root mesh of the gizmo
  105340. */
  105341. _rootMesh: Mesh;
  105342. private _attachedMesh;
  105343. /**
  105344. * Ratio for the scale of the gizmo (Default: 1)
  105345. */
  105346. scaleRatio: number;
  105347. /**
  105348. * If a custom mesh has been set (Default: false)
  105349. */
  105350. protected _customMeshSet: boolean;
  105351. /**
  105352. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  105353. * * When set, interactions will be enabled
  105354. */
  105355. attachedMesh: Nullable<AbstractMesh>;
  105356. /**
  105357. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  105358. * @param mesh The mesh to replace the default mesh of the gizmo
  105359. */
  105360. setCustomMesh(mesh: Mesh): void;
  105361. /**
  105362. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  105363. */
  105364. updateGizmoRotationToMatchAttachedMesh: boolean;
  105365. /**
  105366. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  105367. */
  105368. updateGizmoPositionToMatchAttachedMesh: boolean;
  105369. /**
  105370. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  105371. */
  105372. updateScale: boolean;
  105373. protected _interactionsEnabled: boolean;
  105374. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105375. private _beforeRenderObserver;
  105376. private _tempVector;
  105377. /**
  105378. * Creates a gizmo
  105379. * @param gizmoLayer The utility layer the gizmo will be added to
  105380. */
  105381. constructor(
  105382. /** The utility layer the gizmo will be added to */
  105383. gizmoLayer?: UtilityLayerRenderer);
  105384. /**
  105385. * Updates the gizmo to match the attached mesh's position/rotation
  105386. */
  105387. protected _update(): void;
  105388. /**
  105389. * Disposes of the gizmo
  105390. */
  105391. dispose(): void;
  105392. }
  105393. }
  105394. declare module BABYLON {
  105395. /**
  105396. * Single plane drag gizmo
  105397. */
  105398. export class PlaneDragGizmo extends Gizmo {
  105399. /**
  105400. * Drag behavior responsible for the gizmos dragging interactions
  105401. */
  105402. dragBehavior: PointerDragBehavior;
  105403. private _pointerObserver;
  105404. /**
  105405. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105406. */
  105407. snapDistance: number;
  105408. /**
  105409. * Event that fires each time the gizmo snaps to a new location.
  105410. * * snapDistance is the the change in distance
  105411. */
  105412. onSnapObservable: Observable<{
  105413. snapDistance: number;
  105414. }>;
  105415. private _plane;
  105416. private _coloredMaterial;
  105417. private _hoverMaterial;
  105418. private _isEnabled;
  105419. private _parent;
  105420. /** @hidden */
  105421. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  105422. /** @hidden */
  105423. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  105424. /**
  105425. * Creates a PlaneDragGizmo
  105426. * @param gizmoLayer The utility layer the gizmo will be added to
  105427. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  105428. * @param color The color of the gizmo
  105429. */
  105430. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  105431. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105432. /**
  105433. * If the gizmo is enabled
  105434. */
  105435. isEnabled: boolean;
  105436. /**
  105437. * Disposes of the gizmo
  105438. */
  105439. dispose(): void;
  105440. }
  105441. }
  105442. declare module BABYLON {
  105443. /**
  105444. * Gizmo that enables dragging a mesh along 3 axis
  105445. */
  105446. export class PositionGizmo extends Gizmo {
  105447. /**
  105448. * Internal gizmo used for interactions on the x axis
  105449. */
  105450. xGizmo: AxisDragGizmo;
  105451. /**
  105452. * Internal gizmo used for interactions on the y axis
  105453. */
  105454. yGizmo: AxisDragGizmo;
  105455. /**
  105456. * Internal gizmo used for interactions on the z axis
  105457. */
  105458. zGizmo: AxisDragGizmo;
  105459. /**
  105460. * Internal gizmo used for interactions on the yz plane
  105461. */
  105462. xPlaneGizmo: PlaneDragGizmo;
  105463. /**
  105464. * Internal gizmo used for interactions on the xz plane
  105465. */
  105466. yPlaneGizmo: PlaneDragGizmo;
  105467. /**
  105468. * Internal gizmo used for interactions on the xy plane
  105469. */
  105470. zPlaneGizmo: PlaneDragGizmo;
  105471. /**
  105472. * private variables
  105473. */
  105474. private _meshAttached;
  105475. private _updateGizmoRotationToMatchAttachedMesh;
  105476. private _snapDistance;
  105477. private _scaleRatio;
  105478. /** Fires an event when any of it's sub gizmos are dragged */
  105479. onDragStartObservable: Observable<unknown>;
  105480. /** Fires an event when any of it's sub gizmos are released from dragging */
  105481. onDragEndObservable: Observable<unknown>;
  105482. /**
  105483. * If set to true, planar drag is enabled
  105484. */
  105485. private _planarGizmoEnabled;
  105486. attachedMesh: Nullable<AbstractMesh>;
  105487. /**
  105488. * Creates a PositionGizmo
  105489. * @param gizmoLayer The utility layer the gizmo will be added to
  105490. */
  105491. constructor(gizmoLayer?: UtilityLayerRenderer);
  105492. /**
  105493. * If the planar drag gizmo is enabled
  105494. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  105495. */
  105496. planarGizmoEnabled: boolean;
  105497. updateGizmoRotationToMatchAttachedMesh: boolean;
  105498. /**
  105499. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105500. */
  105501. snapDistance: number;
  105502. /**
  105503. * Ratio for the scale of the gizmo (Default: 1)
  105504. */
  105505. scaleRatio: number;
  105506. /**
  105507. * Disposes of the gizmo
  105508. */
  105509. dispose(): void;
  105510. /**
  105511. * CustomMeshes are not supported by this gizmo
  105512. * @param mesh The mesh to replace the default mesh of the gizmo
  105513. */
  105514. setCustomMesh(mesh: Mesh): void;
  105515. }
  105516. }
  105517. declare module BABYLON {
  105518. /**
  105519. * Single axis drag gizmo
  105520. */
  105521. export class AxisDragGizmo extends Gizmo {
  105522. /**
  105523. * Drag behavior responsible for the gizmos dragging interactions
  105524. */
  105525. dragBehavior: PointerDragBehavior;
  105526. private _pointerObserver;
  105527. /**
  105528. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105529. */
  105530. snapDistance: number;
  105531. /**
  105532. * Event that fires each time the gizmo snaps to a new location.
  105533. * * snapDistance is the the change in distance
  105534. */
  105535. onSnapObservable: Observable<{
  105536. snapDistance: number;
  105537. }>;
  105538. private _isEnabled;
  105539. private _parent;
  105540. private _arrow;
  105541. private _coloredMaterial;
  105542. private _hoverMaterial;
  105543. /** @hidden */
  105544. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  105545. /** @hidden */
  105546. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  105547. /**
  105548. * Creates an AxisDragGizmo
  105549. * @param gizmoLayer The utility layer the gizmo will be added to
  105550. * @param dragAxis The axis which the gizmo will be able to drag on
  105551. * @param color The color of the gizmo
  105552. */
  105553. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  105554. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105555. /**
  105556. * If the gizmo is enabled
  105557. */
  105558. isEnabled: boolean;
  105559. /**
  105560. * Disposes of the gizmo
  105561. */
  105562. dispose(): void;
  105563. }
  105564. }
  105565. declare module BABYLON.Debug {
  105566. /**
  105567. * The Axes viewer will show 3 axes in a specific point in space
  105568. */
  105569. export class AxesViewer {
  105570. private _xAxis;
  105571. private _yAxis;
  105572. private _zAxis;
  105573. private _scaleLinesFactor;
  105574. private _instanced;
  105575. /**
  105576. * Gets the hosting scene
  105577. */
  105578. scene: Scene;
  105579. /**
  105580. * Gets or sets a number used to scale line length
  105581. */
  105582. scaleLines: number;
  105583. /** Gets the node hierarchy used to render x-axis */
  105584. readonly xAxis: TransformNode;
  105585. /** Gets the node hierarchy used to render y-axis */
  105586. readonly yAxis: TransformNode;
  105587. /** Gets the node hierarchy used to render z-axis */
  105588. readonly zAxis: TransformNode;
  105589. /**
  105590. * Creates a new AxesViewer
  105591. * @param scene defines the hosting scene
  105592. * @param scaleLines defines a number used to scale line length (1 by default)
  105593. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  105594. * @param xAxis defines the node hierarchy used to render the x-axis
  105595. * @param yAxis defines the node hierarchy used to render the y-axis
  105596. * @param zAxis defines the node hierarchy used to render the z-axis
  105597. */
  105598. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  105599. /**
  105600. * Force the viewer to update
  105601. * @param position defines the position of the viewer
  105602. * @param xaxis defines the x axis of the viewer
  105603. * @param yaxis defines the y axis of the viewer
  105604. * @param zaxis defines the z axis of the viewer
  105605. */
  105606. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  105607. /**
  105608. * Creates an instance of this axes viewer.
  105609. * @returns a new axes viewer with instanced meshes
  105610. */
  105611. createInstance(): AxesViewer;
  105612. /** Releases resources */
  105613. dispose(): void;
  105614. private static _SetRenderingGroupId;
  105615. }
  105616. }
  105617. declare module BABYLON.Debug {
  105618. /**
  105619. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  105620. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  105621. */
  105622. export class BoneAxesViewer extends AxesViewer {
  105623. /**
  105624. * Gets or sets the target mesh where to display the axes viewer
  105625. */
  105626. mesh: Nullable<Mesh>;
  105627. /**
  105628. * Gets or sets the target bone where to display the axes viewer
  105629. */
  105630. bone: Nullable<Bone>;
  105631. /** Gets current position */
  105632. pos: Vector3;
  105633. /** Gets direction of X axis */
  105634. xaxis: Vector3;
  105635. /** Gets direction of Y axis */
  105636. yaxis: Vector3;
  105637. /** Gets direction of Z axis */
  105638. zaxis: Vector3;
  105639. /**
  105640. * Creates a new BoneAxesViewer
  105641. * @param scene defines the hosting scene
  105642. * @param bone defines the target bone
  105643. * @param mesh defines the target mesh
  105644. * @param scaleLines defines a scaling factor for line length (1 by default)
  105645. */
  105646. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  105647. /**
  105648. * Force the viewer to update
  105649. */
  105650. update(): void;
  105651. /** Releases resources */
  105652. dispose(): void;
  105653. }
  105654. }
  105655. declare module BABYLON {
  105656. /**
  105657. * Interface used to define scene explorer extensibility option
  105658. */
  105659. export interface IExplorerExtensibilityOption {
  105660. /**
  105661. * Define the option label
  105662. */
  105663. label: string;
  105664. /**
  105665. * Defines the action to execute on click
  105666. */
  105667. action: (entity: any) => void;
  105668. }
  105669. /**
  105670. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  105671. */
  105672. export interface IExplorerExtensibilityGroup {
  105673. /**
  105674. * Defines a predicate to test if a given type mut be extended
  105675. */
  105676. predicate: (entity: any) => boolean;
  105677. /**
  105678. * Gets the list of options added to a type
  105679. */
  105680. entries: IExplorerExtensibilityOption[];
  105681. }
  105682. /**
  105683. * Interface used to define the options to use to create the Inspector
  105684. */
  105685. export interface IInspectorOptions {
  105686. /**
  105687. * Display in overlay mode (default: false)
  105688. */
  105689. overlay?: boolean;
  105690. /**
  105691. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  105692. */
  105693. globalRoot?: HTMLElement;
  105694. /**
  105695. * Display the Scene explorer
  105696. */
  105697. showExplorer?: boolean;
  105698. /**
  105699. * Display the property inspector
  105700. */
  105701. showInspector?: boolean;
  105702. /**
  105703. * Display in embed mode (both panes on the right)
  105704. */
  105705. embedMode?: boolean;
  105706. /**
  105707. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  105708. */
  105709. handleResize?: boolean;
  105710. /**
  105711. * Allow the panes to popup (default: true)
  105712. */
  105713. enablePopup?: boolean;
  105714. /**
  105715. * Allow the panes to be closed by users (default: true)
  105716. */
  105717. enableClose?: boolean;
  105718. /**
  105719. * Optional list of extensibility entries
  105720. */
  105721. explorerExtensibility?: IExplorerExtensibilityGroup[];
  105722. /**
  105723. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  105724. */
  105725. inspectorURL?: string;
  105726. }
  105727. interface Scene {
  105728. /**
  105729. * @hidden
  105730. * Backing field
  105731. */
  105732. _debugLayer: DebugLayer;
  105733. /**
  105734. * Gets the debug layer (aka Inspector) associated with the scene
  105735. * @see http://doc.babylonjs.com/features/playground_debuglayer
  105736. */
  105737. debugLayer: DebugLayer;
  105738. }
  105739. /**
  105740. * The debug layer (aka Inspector) is the go to tool in order to better understand
  105741. * what is happening in your scene
  105742. * @see http://doc.babylonjs.com/features/playground_debuglayer
  105743. */
  105744. export class DebugLayer {
  105745. /**
  105746. * Define the url to get the inspector script from.
  105747. * By default it uses the babylonjs CDN.
  105748. * @ignoreNaming
  105749. */
  105750. static InspectorURL: string;
  105751. private _scene;
  105752. private BJSINSPECTOR;
  105753. private _onPropertyChangedObservable?;
  105754. /**
  105755. * Observable triggered when a property is changed through the inspector.
  105756. */
  105757. readonly onPropertyChangedObservable: any;
  105758. /**
  105759. * Instantiates a new debug layer.
  105760. * The debug layer (aka Inspector) is the go to tool in order to better understand
  105761. * what is happening in your scene
  105762. * @see http://doc.babylonjs.com/features/playground_debuglayer
  105763. * @param scene Defines the scene to inspect
  105764. */
  105765. constructor(scene: Scene);
  105766. /** Creates the inspector window. */
  105767. private _createInspector;
  105768. /**
  105769. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  105770. * @param entity defines the entity to select
  105771. * @param lineContainerTitle defines the specific block to highlight
  105772. */
  105773. select(entity: any, lineContainerTitle?: string): void;
  105774. /** Get the inspector from bundle or global */
  105775. private _getGlobalInspector;
  105776. /**
  105777. * Get if the inspector is visible or not.
  105778. * @returns true if visible otherwise, false
  105779. */
  105780. isVisible(): boolean;
  105781. /**
  105782. * Hide the inspector and close its window.
  105783. */
  105784. hide(): void;
  105785. /**
  105786. * Launch the debugLayer.
  105787. * @param config Define the configuration of the inspector
  105788. * @return a promise fulfilled when the debug layer is visible
  105789. */
  105790. show(config?: IInspectorOptions): Promise<DebugLayer>;
  105791. }
  105792. }
  105793. declare module BABYLON {
  105794. /**
  105795. * Class containing static functions to help procedurally build meshes
  105796. */
  105797. export class BoxBuilder {
  105798. /**
  105799. * Creates a box mesh
  105800. * * The parameter `size` sets the size (float) of each box side (default 1)
  105801. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  105802. * * 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)
  105803. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  105804. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105805. * * If you create a double-sided mesh, you can choose what parts of 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
  105806. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105807. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  105808. * @param name defines the name of the mesh
  105809. * @param options defines the options used to create the mesh
  105810. * @param scene defines the hosting scene
  105811. * @returns the box mesh
  105812. */
  105813. static CreateBox(name: string, options: {
  105814. size?: number;
  105815. width?: number;
  105816. height?: number;
  105817. depth?: number;
  105818. faceUV?: Vector4[];
  105819. faceColors?: Color4[];
  105820. sideOrientation?: number;
  105821. frontUVs?: Vector4;
  105822. backUVs?: Vector4;
  105823. wrap?: boolean;
  105824. topBaseAt?: number;
  105825. bottomBaseAt?: number;
  105826. updatable?: boolean;
  105827. }, scene?: Nullable<Scene>): Mesh;
  105828. }
  105829. }
  105830. declare module BABYLON {
  105831. /**
  105832. * Class containing static functions to help procedurally build meshes
  105833. */
  105834. export class SphereBuilder {
  105835. /**
  105836. * Creates a sphere mesh
  105837. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  105838. * * 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`)
  105839. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  105840. * * 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
  105841. * * 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)
  105842. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105843. * * If you create a double-sided mesh, you can choose what parts of 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
  105844. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105845. * @param name defines the name of the mesh
  105846. * @param options defines the options used to create the mesh
  105847. * @param scene defines the hosting scene
  105848. * @returns the sphere mesh
  105849. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  105850. */
  105851. static CreateSphere(name: string, options: {
  105852. segments?: number;
  105853. diameter?: number;
  105854. diameterX?: number;
  105855. diameterY?: number;
  105856. diameterZ?: number;
  105857. arc?: number;
  105858. slice?: number;
  105859. sideOrientation?: number;
  105860. frontUVs?: Vector4;
  105861. backUVs?: Vector4;
  105862. updatable?: boolean;
  105863. }, scene: any): Mesh;
  105864. }
  105865. }
  105866. declare module BABYLON.Debug {
  105867. /**
  105868. * Used to show the physics impostor around the specific mesh
  105869. */
  105870. export class PhysicsViewer {
  105871. /** @hidden */
  105872. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  105873. /** @hidden */
  105874. protected _meshes: Array<Nullable<AbstractMesh>>;
  105875. /** @hidden */
  105876. protected _scene: Nullable<Scene>;
  105877. /** @hidden */
  105878. protected _numMeshes: number;
  105879. /** @hidden */
  105880. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  105881. private _renderFunction;
  105882. private _utilityLayer;
  105883. private _debugBoxMesh;
  105884. private _debugSphereMesh;
  105885. private _debugCylinderMesh;
  105886. private _debugMaterial;
  105887. private _debugMeshMeshes;
  105888. /**
  105889. * Creates a new PhysicsViewer
  105890. * @param scene defines the hosting scene
  105891. */
  105892. constructor(scene: Scene);
  105893. /** @hidden */
  105894. protected _updateDebugMeshes(): void;
  105895. /**
  105896. * Renders a specified physic impostor
  105897. * @param impostor defines the impostor to render
  105898. * @param targetMesh defines the mesh represented by the impostor
  105899. * @returns the new debug mesh used to render the impostor
  105900. */
  105901. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  105902. /**
  105903. * Hides a specified physic impostor
  105904. * @param impostor defines the impostor to hide
  105905. */
  105906. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  105907. private _getDebugMaterial;
  105908. private _getDebugBoxMesh;
  105909. private _getDebugSphereMesh;
  105910. private _getDebugCylinderMesh;
  105911. private _getDebugMeshMesh;
  105912. private _getDebugMesh;
  105913. /** Releases all resources */
  105914. dispose(): void;
  105915. }
  105916. }
  105917. declare module BABYLON {
  105918. /**
  105919. * Class containing static functions to help procedurally build meshes
  105920. */
  105921. export class LinesBuilder {
  105922. /**
  105923. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  105924. * * 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
  105925. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  105926. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  105927. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  105928. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  105929. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  105930. * * 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
  105931. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  105932. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105933. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  105934. * @param name defines the name of the new line system
  105935. * @param options defines the options used to create the line system
  105936. * @param scene defines the hosting scene
  105937. * @returns a new line system mesh
  105938. */
  105939. static CreateLineSystem(name: string, options: {
  105940. lines: Vector3[][];
  105941. updatable?: boolean;
  105942. instance?: Nullable<LinesMesh>;
  105943. colors?: Nullable<Color4[][]>;
  105944. useVertexAlpha?: boolean;
  105945. }, scene: Nullable<Scene>): LinesMesh;
  105946. /**
  105947. * Creates a line mesh
  105948. * 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
  105949. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  105950. * * The parameter `points` is an array successive Vector3
  105951. * * 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
  105952. * * The optional parameter `colors` is an array of successive Color4, one per line point
  105953. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  105954. * * When updating an instance, remember that only point positions can change, not the number of points
  105955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105956. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  105957. * @param name defines the name of the new line system
  105958. * @param options defines the options used to create the line system
  105959. * @param scene defines the hosting scene
  105960. * @returns a new line mesh
  105961. */
  105962. static CreateLines(name: string, options: {
  105963. points: Vector3[];
  105964. updatable?: boolean;
  105965. instance?: Nullable<LinesMesh>;
  105966. colors?: Color4[];
  105967. useVertexAlpha?: boolean;
  105968. }, scene?: Nullable<Scene>): LinesMesh;
  105969. /**
  105970. * Creates a dashed line mesh
  105971. * * 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
  105972. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  105973. * * The parameter `points` is an array successive Vector3
  105974. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  105975. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  105976. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  105977. * * 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
  105978. * * When updating an instance, remember that only point positions can change, not the number of points
  105979. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105980. * @param name defines the name of the mesh
  105981. * @param options defines the options used to create the mesh
  105982. * @param scene defines the hosting scene
  105983. * @returns the dashed line mesh
  105984. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  105985. */
  105986. static CreateDashedLines(name: string, options: {
  105987. points: Vector3[];
  105988. dashSize?: number;
  105989. gapSize?: number;
  105990. dashNb?: number;
  105991. updatable?: boolean;
  105992. instance?: LinesMesh;
  105993. }, scene?: Nullable<Scene>): LinesMesh;
  105994. }
  105995. }
  105996. declare module BABYLON {
  105997. /**
  105998. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  105999. * in order to better appreciate the issue one might have.
  106000. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106001. */
  106002. export class RayHelper {
  106003. /**
  106004. * Defines the ray we are currently tryin to visualize.
  106005. */
  106006. ray: Nullable<Ray>;
  106007. private _renderPoints;
  106008. private _renderLine;
  106009. private _renderFunction;
  106010. private _scene;
  106011. private _updateToMeshFunction;
  106012. private _attachedToMesh;
  106013. private _meshSpaceDirection;
  106014. private _meshSpaceOrigin;
  106015. /**
  106016. * Helper function to create a colored helper in a scene in one line.
  106017. * @param ray Defines the ray we are currently tryin to visualize
  106018. * @param scene Defines the scene the ray is used in
  106019. * @param color Defines the color we want to see the ray in
  106020. * @returns The newly created ray helper.
  106021. */
  106022. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106023. /**
  106024. * Instantiate a new ray helper.
  106025. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106026. * in order to better appreciate the issue one might have.
  106027. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106028. * @param ray Defines the ray we are currently tryin to visualize
  106029. */
  106030. constructor(ray: Ray);
  106031. /**
  106032. * Shows the ray we are willing to debug.
  106033. * @param scene Defines the scene the ray needs to be rendered in
  106034. * @param color Defines the color the ray needs to be rendered in
  106035. */
  106036. show(scene: Scene, color?: Color3): void;
  106037. /**
  106038. * Hides the ray we are debugging.
  106039. */
  106040. hide(): void;
  106041. private _render;
  106042. /**
  106043. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106044. * @param mesh Defines the mesh we want the helper attached to
  106045. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106046. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106047. * @param length Defines the length of the ray
  106048. */
  106049. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106050. /**
  106051. * Detach the ray helper from the mesh it has previously been attached to.
  106052. */
  106053. detachFromMesh(): void;
  106054. private _updateToMesh;
  106055. /**
  106056. * Dispose the helper and release its associated resources.
  106057. */
  106058. dispose(): void;
  106059. }
  106060. }
  106061. declare module BABYLON.Debug {
  106062. /**
  106063. * Class used to render a debug view of a given skeleton
  106064. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106065. */
  106066. export class SkeletonViewer {
  106067. /** defines the skeleton to render */
  106068. skeleton: Skeleton;
  106069. /** defines the mesh attached to the skeleton */
  106070. mesh: AbstractMesh;
  106071. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106072. autoUpdateBonesMatrices: boolean;
  106073. /** defines the rendering group id to use with the viewer */
  106074. renderingGroupId: number;
  106075. /** Gets or sets the color used to render the skeleton */
  106076. color: Color3;
  106077. private _scene;
  106078. private _debugLines;
  106079. private _debugMesh;
  106080. private _isEnabled;
  106081. private _renderFunction;
  106082. private _utilityLayer;
  106083. /**
  106084. * Returns the mesh used to render the bones
  106085. */
  106086. readonly debugMesh: Nullable<LinesMesh>;
  106087. /**
  106088. * Creates a new SkeletonViewer
  106089. * @param skeleton defines the skeleton to render
  106090. * @param mesh defines the mesh attached to the skeleton
  106091. * @param scene defines the hosting scene
  106092. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106093. * @param renderingGroupId defines the rendering group id to use with the viewer
  106094. */
  106095. constructor(
  106096. /** defines the skeleton to render */
  106097. skeleton: Skeleton,
  106098. /** defines the mesh attached to the skeleton */
  106099. mesh: AbstractMesh, scene: Scene,
  106100. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106101. autoUpdateBonesMatrices?: boolean,
  106102. /** defines the rendering group id to use with the viewer */
  106103. renderingGroupId?: number);
  106104. /** Gets or sets a boolean indicating if the viewer is enabled */
  106105. isEnabled: boolean;
  106106. private _getBonePosition;
  106107. private _getLinesForBonesWithLength;
  106108. private _getLinesForBonesNoLength;
  106109. /** Update the viewer to sync with current skeleton state */
  106110. update(): void;
  106111. /** Release associated resources */
  106112. dispose(): void;
  106113. }
  106114. }
  106115. declare module BABYLON {
  106116. /**
  106117. * Options to create the null engine
  106118. */
  106119. export class NullEngineOptions {
  106120. /**
  106121. * Render width (Default: 512)
  106122. */
  106123. renderWidth: number;
  106124. /**
  106125. * Render height (Default: 256)
  106126. */
  106127. renderHeight: number;
  106128. /**
  106129. * Texture size (Default: 512)
  106130. */
  106131. textureSize: number;
  106132. /**
  106133. * If delta time between frames should be constant
  106134. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106135. */
  106136. deterministicLockstep: boolean;
  106137. /**
  106138. * Maximum about of steps between frames (Default: 4)
  106139. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106140. */
  106141. lockstepMaxSteps: number;
  106142. }
  106143. /**
  106144. * The null engine class provides support for headless version of babylon.js.
  106145. * This can be used in server side scenario or for testing purposes
  106146. */
  106147. export class NullEngine extends Engine {
  106148. private _options;
  106149. /**
  106150. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106151. */
  106152. isDeterministicLockStep(): boolean;
  106153. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106154. getLockstepMaxSteps(): number;
  106155. /**
  106156. * Sets hardware scaling, used to save performance if needed
  106157. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  106158. */
  106159. getHardwareScalingLevel(): number;
  106160. constructor(options?: NullEngineOptions);
  106161. createVertexBuffer(vertices: FloatArray): DataBuffer;
  106162. createIndexBuffer(indices: IndicesArray): DataBuffer;
  106163. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  106164. getRenderWidth(useScreen?: boolean): number;
  106165. getRenderHeight(useScreen?: boolean): number;
  106166. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  106167. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  106168. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  106169. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  106170. bindSamplers(effect: Effect): void;
  106171. enableEffect(effect: Effect): void;
  106172. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  106173. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  106174. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  106175. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  106176. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  106177. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  106178. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  106179. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  106180. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  106181. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  106182. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  106183. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  106184. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  106185. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  106186. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106187. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106188. setFloat(uniform: WebGLUniformLocation, value: number): void;
  106189. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  106190. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  106191. setBool(uniform: WebGLUniformLocation, bool: number): void;
  106192. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  106193. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  106194. bindBuffers(vertexBuffers: {
  106195. [key: string]: VertexBuffer;
  106196. }, indexBuffer: DataBuffer, effect: Effect): void;
  106197. wipeCaches(bruteForce?: boolean): void;
  106198. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  106199. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  106200. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  106201. /** @hidden */
  106202. _createTexture(): WebGLTexture;
  106203. /** @hidden */
  106204. _releaseTexture(texture: InternalTexture): void;
  106205. 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;
  106206. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  106207. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  106208. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  106209. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  106210. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  106211. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  106212. areAllEffectsReady(): boolean;
  106213. /**
  106214. * @hidden
  106215. * Get the current error code of the webGL context
  106216. * @returns the error code
  106217. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  106218. */
  106219. getError(): number;
  106220. /** @hidden */
  106221. _getUnpackAlignement(): number;
  106222. /** @hidden */
  106223. _unpackFlipY(value: boolean): void;
  106224. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  106225. /**
  106226. * Updates a dynamic vertex buffer.
  106227. * @param vertexBuffer the vertex buffer to update
  106228. * @param data the data used to update the vertex buffer
  106229. * @param byteOffset the byte offset of the data (optional)
  106230. * @param byteLength the byte length of the data (optional)
  106231. */
  106232. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  106233. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  106234. /** @hidden */
  106235. _bindTexture(channel: number, texture: InternalTexture): void;
  106236. /** @hidden */
  106237. _releaseBuffer(buffer: DataBuffer): boolean;
  106238. releaseEffects(): void;
  106239. displayLoadingUI(): void;
  106240. hideLoadingUI(): void;
  106241. /** @hidden */
  106242. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106243. /** @hidden */
  106244. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106245. /** @hidden */
  106246. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106247. /** @hidden */
  106248. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  106249. }
  106250. }
  106251. declare module BABYLON {
  106252. /** @hidden */
  106253. export class _OcclusionDataStorage {
  106254. /** @hidden */
  106255. occlusionInternalRetryCounter: number;
  106256. /** @hidden */
  106257. isOcclusionQueryInProgress: boolean;
  106258. /** @hidden */
  106259. isOccluded: boolean;
  106260. /** @hidden */
  106261. occlusionRetryCount: number;
  106262. /** @hidden */
  106263. occlusionType: number;
  106264. /** @hidden */
  106265. occlusionQueryAlgorithmType: number;
  106266. }
  106267. interface Engine {
  106268. /**
  106269. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  106270. * @return the new query
  106271. */
  106272. createQuery(): WebGLQuery;
  106273. /**
  106274. * Delete and release a webGL query
  106275. * @param query defines the query to delete
  106276. * @return the current engine
  106277. */
  106278. deleteQuery(query: WebGLQuery): Engine;
  106279. /**
  106280. * Check if a given query has resolved and got its value
  106281. * @param query defines the query to check
  106282. * @returns true if the query got its value
  106283. */
  106284. isQueryResultAvailable(query: WebGLQuery): boolean;
  106285. /**
  106286. * Gets the value of a given query
  106287. * @param query defines the query to check
  106288. * @returns the value of the query
  106289. */
  106290. getQueryResult(query: WebGLQuery): number;
  106291. /**
  106292. * Initiates an occlusion query
  106293. * @param algorithmType defines the algorithm to use
  106294. * @param query defines the query to use
  106295. * @returns the current engine
  106296. * @see http://doc.babylonjs.com/features/occlusionquery
  106297. */
  106298. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  106299. /**
  106300. * Ends an occlusion query
  106301. * @see http://doc.babylonjs.com/features/occlusionquery
  106302. * @param algorithmType defines the algorithm to use
  106303. * @returns the current engine
  106304. */
  106305. endOcclusionQuery(algorithmType: number): Engine;
  106306. /**
  106307. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  106308. * Please note that only one query can be issued at a time
  106309. * @returns a time token used to track the time span
  106310. */
  106311. startTimeQuery(): Nullable<_TimeToken>;
  106312. /**
  106313. * Ends a time query
  106314. * @param token defines the token used to measure the time span
  106315. * @returns the time spent (in ns)
  106316. */
  106317. endTimeQuery(token: _TimeToken): int;
  106318. /** @hidden */
  106319. _currentNonTimestampToken: Nullable<_TimeToken>;
  106320. /** @hidden */
  106321. _createTimeQuery(): WebGLQuery;
  106322. /** @hidden */
  106323. _deleteTimeQuery(query: WebGLQuery): void;
  106324. /** @hidden */
  106325. _getGlAlgorithmType(algorithmType: number): number;
  106326. /** @hidden */
  106327. _getTimeQueryResult(query: WebGLQuery): any;
  106328. /** @hidden */
  106329. _getTimeQueryAvailability(query: WebGLQuery): any;
  106330. }
  106331. interface AbstractMesh {
  106332. /**
  106333. * Backing filed
  106334. * @hidden
  106335. */
  106336. __occlusionDataStorage: _OcclusionDataStorage;
  106337. /**
  106338. * Access property
  106339. * @hidden
  106340. */
  106341. _occlusionDataStorage: _OcclusionDataStorage;
  106342. /**
  106343. * 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.
  106344. * The default value is -1 which means don't break the query and wait till the result
  106345. * @see http://doc.babylonjs.com/features/occlusionquery
  106346. */
  106347. occlusionRetryCount: number;
  106348. /**
  106349. * 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:
  106350. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  106351. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  106352. * * 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.
  106353. * @see http://doc.babylonjs.com/features/occlusionquery
  106354. */
  106355. occlusionType: number;
  106356. /**
  106357. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  106358. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  106359. * * 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.
  106360. * @see http://doc.babylonjs.com/features/occlusionquery
  106361. */
  106362. occlusionQueryAlgorithmType: number;
  106363. /**
  106364. * 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
  106365. * @see http://doc.babylonjs.com/features/occlusionquery
  106366. */
  106367. isOccluded: boolean;
  106368. /**
  106369. * Flag to check the progress status of the query
  106370. * @see http://doc.babylonjs.com/features/occlusionquery
  106371. */
  106372. isOcclusionQueryInProgress: boolean;
  106373. }
  106374. }
  106375. declare module BABYLON {
  106376. /** @hidden */
  106377. export var _forceTransformFeedbackToBundle: boolean;
  106378. interface Engine {
  106379. /**
  106380. * Creates a webGL transform feedback object
  106381. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  106382. * @returns the webGL transform feedback object
  106383. */
  106384. createTransformFeedback(): WebGLTransformFeedback;
  106385. /**
  106386. * Delete a webGL transform feedback object
  106387. * @param value defines the webGL transform feedback object to delete
  106388. */
  106389. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  106390. /**
  106391. * Bind a webGL transform feedback object to the webgl context
  106392. * @param value defines the webGL transform feedback object to bind
  106393. */
  106394. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  106395. /**
  106396. * Begins a transform feedback operation
  106397. * @param usePoints defines if points or triangles must be used
  106398. */
  106399. beginTransformFeedback(usePoints: boolean): void;
  106400. /**
  106401. * Ends a transform feedback operation
  106402. */
  106403. endTransformFeedback(): void;
  106404. /**
  106405. * Specify the varyings to use with transform feedback
  106406. * @param program defines the associated webGL program
  106407. * @param value defines the list of strings representing the varying names
  106408. */
  106409. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  106410. /**
  106411. * Bind a webGL buffer for a transform feedback operation
  106412. * @param value defines the webGL buffer to bind
  106413. */
  106414. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  106415. }
  106416. }
  106417. declare module BABYLON {
  106418. /**
  106419. * Creation options of the multi render target texture.
  106420. */
  106421. export interface IMultiRenderTargetOptions {
  106422. /**
  106423. * Define if the texture needs to create mip maps after render.
  106424. */
  106425. generateMipMaps?: boolean;
  106426. /**
  106427. * Define the types of all the draw buffers we want to create
  106428. */
  106429. types?: number[];
  106430. /**
  106431. * Define the sampling modes of all the draw buffers we want to create
  106432. */
  106433. samplingModes?: number[];
  106434. /**
  106435. * Define if a depth buffer is required
  106436. */
  106437. generateDepthBuffer?: boolean;
  106438. /**
  106439. * Define if a stencil buffer is required
  106440. */
  106441. generateStencilBuffer?: boolean;
  106442. /**
  106443. * Define if a depth texture is required instead of a depth buffer
  106444. */
  106445. generateDepthTexture?: boolean;
  106446. /**
  106447. * Define the number of desired draw buffers
  106448. */
  106449. textureCount?: number;
  106450. /**
  106451. * Define if aspect ratio should be adapted to the texture or stay the scene one
  106452. */
  106453. doNotChangeAspectRatio?: boolean;
  106454. /**
  106455. * Define the default type of the buffers we are creating
  106456. */
  106457. defaultType?: number;
  106458. }
  106459. /**
  106460. * A multi render target, like a render target provides the ability to render to a texture.
  106461. * Unlike the render target, it can render to several draw buffers in one draw.
  106462. * This is specially interesting in deferred rendering or for any effects requiring more than
  106463. * just one color from a single pass.
  106464. */
  106465. export class MultiRenderTarget extends RenderTargetTexture {
  106466. private _internalTextures;
  106467. private _textures;
  106468. private _multiRenderTargetOptions;
  106469. /**
  106470. * Get if draw buffers are currently supported by the used hardware and browser.
  106471. */
  106472. readonly isSupported: boolean;
  106473. /**
  106474. * Get the list of textures generated by the multi render target.
  106475. */
  106476. readonly textures: Texture[];
  106477. /**
  106478. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  106479. */
  106480. readonly depthTexture: Texture;
  106481. /**
  106482. * Set the wrapping mode on U of all the textures we are rendering to.
  106483. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106484. */
  106485. wrapU: number;
  106486. /**
  106487. * Set the wrapping mode on V of all the textures we are rendering to.
  106488. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106489. */
  106490. wrapV: number;
  106491. /**
  106492. * Instantiate a new multi render target texture.
  106493. * A multi render target, like a render target provides the ability to render to a texture.
  106494. * Unlike the render target, it can render to several draw buffers in one draw.
  106495. * This is specially interesting in deferred rendering or for any effects requiring more than
  106496. * just one color from a single pass.
  106497. * @param name Define the name of the texture
  106498. * @param size Define the size of the buffers to render to
  106499. * @param count Define the number of target we are rendering into
  106500. * @param scene Define the scene the texture belongs to
  106501. * @param options Define the options used to create the multi render target
  106502. */
  106503. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  106504. /** @hidden */
  106505. _rebuild(): void;
  106506. private _createInternalTextures;
  106507. private _createTextures;
  106508. /**
  106509. * Define the number of samples used if MSAA is enabled.
  106510. */
  106511. samples: number;
  106512. /**
  106513. * Resize all the textures in the multi render target.
  106514. * Be carrefull as it will recreate all the data in the new texture.
  106515. * @param size Define the new size
  106516. */
  106517. resize(size: any): void;
  106518. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  106519. /**
  106520. * Dispose the render targets and their associated resources
  106521. */
  106522. dispose(): void;
  106523. /**
  106524. * Release all the underlying texture used as draw buffers.
  106525. */
  106526. releaseInternalTextures(): void;
  106527. }
  106528. }
  106529. declare module BABYLON {
  106530. interface Engine {
  106531. /**
  106532. * Unbind a list of render target textures from the webGL context
  106533. * This is used only when drawBuffer extension or webGL2 are active
  106534. * @param textures defines the render target textures to unbind
  106535. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  106536. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  106537. */
  106538. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  106539. /**
  106540. * Create a multi render target texture
  106541. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  106542. * @param size defines the size of the texture
  106543. * @param options defines the creation options
  106544. * @returns the cube texture as an InternalTexture
  106545. */
  106546. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  106547. /**
  106548. * Update the sample count for a given multiple render target texture
  106549. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  106550. * @param textures defines the textures to update
  106551. * @param samples defines the sample count to set
  106552. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  106553. */
  106554. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  106555. }
  106556. }
  106557. declare module BABYLON {
  106558. /**
  106559. * Gather the list of clipboard event types as constants.
  106560. */
  106561. export class ClipboardEventTypes {
  106562. /**
  106563. * The clipboard event is fired when a copy command is active (pressed).
  106564. */
  106565. static readonly COPY: number;
  106566. /**
  106567. * The clipboard event is fired when a cut command is active (pressed).
  106568. */
  106569. static readonly CUT: number;
  106570. /**
  106571. * The clipboard event is fired when a paste command is active (pressed).
  106572. */
  106573. static readonly PASTE: number;
  106574. }
  106575. /**
  106576. * This class is used to store clipboard related info for the onClipboardObservable event.
  106577. */
  106578. export class ClipboardInfo {
  106579. /**
  106580. * Defines the type of event (BABYLON.ClipboardEventTypes)
  106581. */
  106582. type: number;
  106583. /**
  106584. * Defines the related dom event
  106585. */
  106586. event: ClipboardEvent;
  106587. /**
  106588. *Creates an instance of ClipboardInfo.
  106589. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  106590. * @param event Defines the related dom event
  106591. */
  106592. constructor(
  106593. /**
  106594. * Defines the type of event (BABYLON.ClipboardEventTypes)
  106595. */
  106596. type: number,
  106597. /**
  106598. * Defines the related dom event
  106599. */
  106600. event: ClipboardEvent);
  106601. /**
  106602. * Get the clipboard event's type from the keycode.
  106603. * @param keyCode Defines the keyCode for the current keyboard event.
  106604. * @return {number}
  106605. */
  106606. static GetTypeFromCharacter(keyCode: number): number;
  106607. }
  106608. }
  106609. declare module BABYLON {
  106610. /**
  106611. * Google Daydream controller
  106612. */
  106613. export class DaydreamController extends WebVRController {
  106614. /**
  106615. * Base Url for the controller model.
  106616. */
  106617. static MODEL_BASE_URL: string;
  106618. /**
  106619. * File name for the controller model.
  106620. */
  106621. static MODEL_FILENAME: string;
  106622. /**
  106623. * Gamepad Id prefix used to identify Daydream Controller.
  106624. */
  106625. static readonly GAMEPAD_ID_PREFIX: string;
  106626. /**
  106627. * Creates a new DaydreamController from a gamepad
  106628. * @param vrGamepad the gamepad that the controller should be created from
  106629. */
  106630. constructor(vrGamepad: any);
  106631. /**
  106632. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106633. * @param scene scene in which to add meshes
  106634. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106635. */
  106636. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106637. /**
  106638. * Called once for each button that changed state since the last frame
  106639. * @param buttonIdx Which button index changed
  106640. * @param state New state of the button
  106641. * @param changes Which properties on the state changed since last frame
  106642. */
  106643. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106644. }
  106645. }
  106646. declare module BABYLON {
  106647. /**
  106648. * Gear VR Controller
  106649. */
  106650. export class GearVRController extends WebVRController {
  106651. /**
  106652. * Base Url for the controller model.
  106653. */
  106654. static MODEL_BASE_URL: string;
  106655. /**
  106656. * File name for the controller model.
  106657. */
  106658. static MODEL_FILENAME: string;
  106659. /**
  106660. * Gamepad Id prefix used to identify this controller.
  106661. */
  106662. static readonly GAMEPAD_ID_PREFIX: string;
  106663. private readonly _buttonIndexToObservableNameMap;
  106664. /**
  106665. * Creates a new GearVRController from a gamepad
  106666. * @param vrGamepad the gamepad that the controller should be created from
  106667. */
  106668. constructor(vrGamepad: any);
  106669. /**
  106670. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106671. * @param scene scene in which to add meshes
  106672. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106673. */
  106674. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106675. /**
  106676. * Called once for each button that changed state since the last frame
  106677. * @param buttonIdx Which button index changed
  106678. * @param state New state of the button
  106679. * @param changes Which properties on the state changed since last frame
  106680. */
  106681. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106682. }
  106683. }
  106684. declare module BABYLON {
  106685. /**
  106686. * Class containing static functions to help procedurally build meshes
  106687. */
  106688. export class PolyhedronBuilder {
  106689. /**
  106690. * Creates a polyhedron mesh
  106691. * * 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
  106692. * * The parameter `size` (positive float, default 1) sets the polygon size
  106693. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  106694. * * 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`
  106695. * * 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
  106696. * * 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)`)
  106697. * * 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
  106698. * * 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
  106699. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106700. * * If you create a double-sided mesh, you can choose what parts of 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
  106701. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106702. * @param name defines the name of the mesh
  106703. * @param options defines the options used to create the mesh
  106704. * @param scene defines the hosting scene
  106705. * @returns the polyhedron mesh
  106706. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  106707. */
  106708. static CreatePolyhedron(name: string, options: {
  106709. type?: number;
  106710. size?: number;
  106711. sizeX?: number;
  106712. sizeY?: number;
  106713. sizeZ?: number;
  106714. custom?: any;
  106715. faceUV?: Vector4[];
  106716. faceColors?: Color4[];
  106717. flat?: boolean;
  106718. updatable?: boolean;
  106719. sideOrientation?: number;
  106720. frontUVs?: Vector4;
  106721. backUVs?: Vector4;
  106722. }, scene?: Nullable<Scene>): Mesh;
  106723. }
  106724. }
  106725. declare module BABYLON {
  106726. /**
  106727. * Gizmo that enables scaling a mesh along 3 axis
  106728. */
  106729. export class ScaleGizmo extends Gizmo {
  106730. /**
  106731. * Internal gizmo used for interactions on the x axis
  106732. */
  106733. xGizmo: AxisScaleGizmo;
  106734. /**
  106735. * Internal gizmo used for interactions on the y axis
  106736. */
  106737. yGizmo: AxisScaleGizmo;
  106738. /**
  106739. * Internal gizmo used for interactions on the z axis
  106740. */
  106741. zGizmo: AxisScaleGizmo;
  106742. /**
  106743. * Internal gizmo used to scale all axis equally
  106744. */
  106745. uniformScaleGizmo: AxisScaleGizmo;
  106746. private _meshAttached;
  106747. private _updateGizmoRotationToMatchAttachedMesh;
  106748. private _snapDistance;
  106749. private _scaleRatio;
  106750. private _uniformScalingMesh;
  106751. private _octahedron;
  106752. /** Fires an event when any of it's sub gizmos are dragged */
  106753. onDragStartObservable: Observable<unknown>;
  106754. /** Fires an event when any of it's sub gizmos are released from dragging */
  106755. onDragEndObservable: Observable<unknown>;
  106756. attachedMesh: Nullable<AbstractMesh>;
  106757. /**
  106758. * Creates a ScaleGizmo
  106759. * @param gizmoLayer The utility layer the gizmo will be added to
  106760. */
  106761. constructor(gizmoLayer?: UtilityLayerRenderer);
  106762. updateGizmoRotationToMatchAttachedMesh: boolean;
  106763. /**
  106764. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106765. */
  106766. snapDistance: number;
  106767. /**
  106768. * Ratio for the scale of the gizmo (Default: 1)
  106769. */
  106770. scaleRatio: number;
  106771. /**
  106772. * Disposes of the gizmo
  106773. */
  106774. dispose(): void;
  106775. }
  106776. }
  106777. declare module BABYLON {
  106778. /**
  106779. * Single axis scale gizmo
  106780. */
  106781. export class AxisScaleGizmo extends Gizmo {
  106782. /**
  106783. * Drag behavior responsible for the gizmos dragging interactions
  106784. */
  106785. dragBehavior: PointerDragBehavior;
  106786. private _pointerObserver;
  106787. /**
  106788. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106789. */
  106790. snapDistance: number;
  106791. /**
  106792. * Event that fires each time the gizmo snaps to a new location.
  106793. * * snapDistance is the the change in distance
  106794. */
  106795. onSnapObservable: Observable<{
  106796. snapDistance: number;
  106797. }>;
  106798. /**
  106799. * If the scaling operation should be done on all axis (default: false)
  106800. */
  106801. uniformScaling: boolean;
  106802. private _isEnabled;
  106803. private _parent;
  106804. private _arrow;
  106805. private _coloredMaterial;
  106806. private _hoverMaterial;
  106807. /**
  106808. * Creates an AxisScaleGizmo
  106809. * @param gizmoLayer The utility layer the gizmo will be added to
  106810. * @param dragAxis The axis which the gizmo will be able to scale on
  106811. * @param color The color of the gizmo
  106812. */
  106813. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  106814. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106815. /**
  106816. * If the gizmo is enabled
  106817. */
  106818. isEnabled: boolean;
  106819. /**
  106820. * Disposes of the gizmo
  106821. */
  106822. dispose(): void;
  106823. /**
  106824. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  106825. * @param mesh The mesh to replace the default mesh of the gizmo
  106826. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  106827. */
  106828. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  106829. }
  106830. }
  106831. declare module BABYLON {
  106832. /**
  106833. * Bounding box gizmo
  106834. */
  106835. export class BoundingBoxGizmo extends Gizmo {
  106836. private _lineBoundingBox;
  106837. private _rotateSpheresParent;
  106838. private _scaleBoxesParent;
  106839. private _boundingDimensions;
  106840. private _renderObserver;
  106841. private _pointerObserver;
  106842. private _scaleDragSpeed;
  106843. private _tmpQuaternion;
  106844. private _tmpVector;
  106845. private _tmpRotationMatrix;
  106846. /**
  106847. * 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)
  106848. */
  106849. ignoreChildren: boolean;
  106850. /**
  106851. * 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)
  106852. */
  106853. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  106854. /**
  106855. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  106856. */
  106857. rotationSphereSize: number;
  106858. /**
  106859. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  106860. */
  106861. scaleBoxSize: number;
  106862. /**
  106863. * 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)
  106864. */
  106865. fixedDragMeshScreenSize: boolean;
  106866. /**
  106867. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  106868. */
  106869. fixedDragMeshScreenSizeDistanceFactor: number;
  106870. /**
  106871. * Fired when a rotation sphere or scale box is dragged
  106872. */
  106873. onDragStartObservable: Observable<{}>;
  106874. /**
  106875. * Fired when a scale box is dragged
  106876. */
  106877. onScaleBoxDragObservable: Observable<{}>;
  106878. /**
  106879. * Fired when a scale box drag is ended
  106880. */
  106881. onScaleBoxDragEndObservable: Observable<{}>;
  106882. /**
  106883. * Fired when a rotation sphere is dragged
  106884. */
  106885. onRotationSphereDragObservable: Observable<{}>;
  106886. /**
  106887. * Fired when a rotation sphere drag is ended
  106888. */
  106889. onRotationSphereDragEndObservable: Observable<{}>;
  106890. /**
  106891. * 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)
  106892. */
  106893. scalePivot: Nullable<Vector3>;
  106894. /**
  106895. * Mesh used as a pivot to rotate the attached mesh
  106896. */
  106897. private _anchorMesh;
  106898. private _existingMeshScale;
  106899. private _dragMesh;
  106900. private pointerDragBehavior;
  106901. private coloredMaterial;
  106902. private hoverColoredMaterial;
  106903. /**
  106904. * Sets the color of the bounding box gizmo
  106905. * @param color the color to set
  106906. */
  106907. setColor(color: Color3): void;
  106908. /**
  106909. * Creates an BoundingBoxGizmo
  106910. * @param gizmoLayer The utility layer the gizmo will be added to
  106911. * @param color The color of the gizmo
  106912. */
  106913. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  106914. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106915. private _selectNode;
  106916. /**
  106917. * Updates the bounding box information for the Gizmo
  106918. */
  106919. updateBoundingBox(): void;
  106920. private _updateRotationSpheres;
  106921. private _updateScaleBoxes;
  106922. /**
  106923. * Enables rotation on the specified axis and disables rotation on the others
  106924. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  106925. */
  106926. setEnabledRotationAxis(axis: string): void;
  106927. /**
  106928. * Enables/disables scaling
  106929. * @param enable if scaling should be enabled
  106930. */
  106931. setEnabledScaling(enable: boolean): void;
  106932. private _updateDummy;
  106933. /**
  106934. * Enables a pointer drag behavior on the bounding box of the gizmo
  106935. */
  106936. enableDragBehavior(): void;
  106937. /**
  106938. * Disposes of the gizmo
  106939. */
  106940. dispose(): void;
  106941. /**
  106942. * 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)
  106943. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  106944. * @returns the bounding box mesh with the passed in mesh as a child
  106945. */
  106946. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  106947. /**
  106948. * CustomMeshes are not supported by this gizmo
  106949. * @param mesh The mesh to replace the default mesh of the gizmo
  106950. */
  106951. setCustomMesh(mesh: Mesh): void;
  106952. }
  106953. }
  106954. declare module BABYLON {
  106955. /**
  106956. * Single plane rotation gizmo
  106957. */
  106958. export class PlaneRotationGizmo extends Gizmo {
  106959. /**
  106960. * Drag behavior responsible for the gizmos dragging interactions
  106961. */
  106962. dragBehavior: PointerDragBehavior;
  106963. private _pointerObserver;
  106964. /**
  106965. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  106966. */
  106967. snapDistance: number;
  106968. /**
  106969. * Event that fires each time the gizmo snaps to a new location.
  106970. * * snapDistance is the the change in distance
  106971. */
  106972. onSnapObservable: Observable<{
  106973. snapDistance: number;
  106974. }>;
  106975. private _isEnabled;
  106976. private _parent;
  106977. /**
  106978. * Creates a PlaneRotationGizmo
  106979. * @param gizmoLayer The utility layer the gizmo will be added to
  106980. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  106981. * @param color The color of the gizmo
  106982. * @param tessellation Amount of tessellation to be used when creating rotation circles
  106983. */
  106984. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  106985. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106986. /**
  106987. * If the gizmo is enabled
  106988. */
  106989. isEnabled: boolean;
  106990. /**
  106991. * Disposes of the gizmo
  106992. */
  106993. dispose(): void;
  106994. }
  106995. }
  106996. declare module BABYLON {
  106997. /**
  106998. * Gizmo that enables rotating a mesh along 3 axis
  106999. */
  107000. export class RotationGizmo extends Gizmo {
  107001. /**
  107002. * Internal gizmo used for interactions on the x axis
  107003. */
  107004. xGizmo: PlaneRotationGizmo;
  107005. /**
  107006. * Internal gizmo used for interactions on the y axis
  107007. */
  107008. yGizmo: PlaneRotationGizmo;
  107009. /**
  107010. * Internal gizmo used for interactions on the z axis
  107011. */
  107012. zGizmo: PlaneRotationGizmo;
  107013. /** Fires an event when any of it's sub gizmos are dragged */
  107014. onDragStartObservable: Observable<unknown>;
  107015. /** Fires an event when any of it's sub gizmos are released from dragging */
  107016. onDragEndObservable: Observable<unknown>;
  107017. private _meshAttached;
  107018. attachedMesh: Nullable<AbstractMesh>;
  107019. /**
  107020. * Creates a RotationGizmo
  107021. * @param gizmoLayer The utility layer the gizmo will be added to
  107022. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107023. */
  107024. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107025. updateGizmoRotationToMatchAttachedMesh: boolean;
  107026. /**
  107027. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107028. */
  107029. snapDistance: number;
  107030. /**
  107031. * Ratio for the scale of the gizmo (Default: 1)
  107032. */
  107033. scaleRatio: number;
  107034. /**
  107035. * Disposes of the gizmo
  107036. */
  107037. dispose(): void;
  107038. /**
  107039. * CustomMeshes are not supported by this gizmo
  107040. * @param mesh The mesh to replace the default mesh of the gizmo
  107041. */
  107042. setCustomMesh(mesh: Mesh): void;
  107043. }
  107044. }
  107045. declare module BABYLON {
  107046. /**
  107047. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107048. */
  107049. export class GizmoManager implements IDisposable {
  107050. private scene;
  107051. /**
  107052. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107053. */
  107054. gizmos: {
  107055. positionGizmo: Nullable<PositionGizmo>;
  107056. rotationGizmo: Nullable<RotationGizmo>;
  107057. scaleGizmo: Nullable<ScaleGizmo>;
  107058. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107059. };
  107060. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107061. clearGizmoOnEmptyPointerEvent: boolean;
  107062. /** Fires an event when the manager is attached to a mesh */
  107063. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107064. private _gizmosEnabled;
  107065. private _pointerObserver;
  107066. private _attachedMesh;
  107067. private _boundingBoxColor;
  107068. private _defaultUtilityLayer;
  107069. private _defaultKeepDepthUtilityLayer;
  107070. /**
  107071. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107072. */
  107073. boundingBoxDragBehavior: SixDofDragBehavior;
  107074. /**
  107075. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107076. */
  107077. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107078. /**
  107079. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107080. */
  107081. usePointerToAttachGizmos: boolean;
  107082. /**
  107083. * Utility layer that the bounding box gizmo belongs to
  107084. */
  107085. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107086. /**
  107087. * Utility layer that all gizmos besides bounding box belong to
  107088. */
  107089. readonly utilityLayer: UtilityLayerRenderer;
  107090. /**
  107091. * Instatiates a gizmo manager
  107092. * @param scene the scene to overlay the gizmos on top of
  107093. */
  107094. constructor(scene: Scene);
  107095. /**
  107096. * Attaches a set of gizmos to the specified mesh
  107097. * @param mesh The mesh the gizmo's should be attached to
  107098. */
  107099. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107100. /**
  107101. * If the position gizmo is enabled
  107102. */
  107103. positionGizmoEnabled: boolean;
  107104. /**
  107105. * If the rotation gizmo is enabled
  107106. */
  107107. rotationGizmoEnabled: boolean;
  107108. /**
  107109. * If the scale gizmo is enabled
  107110. */
  107111. scaleGizmoEnabled: boolean;
  107112. /**
  107113. * If the boundingBox gizmo is enabled
  107114. */
  107115. boundingBoxGizmoEnabled: boolean;
  107116. /**
  107117. * Disposes of the gizmo manager
  107118. */
  107119. dispose(): void;
  107120. }
  107121. }
  107122. declare module BABYLON {
  107123. /**
  107124. * A directional light is defined by a direction (what a surprise!).
  107125. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107126. * 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.
  107127. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107128. */
  107129. export class DirectionalLight extends ShadowLight {
  107130. private _shadowFrustumSize;
  107131. /**
  107132. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107133. */
  107134. /**
  107135. * Specifies a fix frustum size for the shadow generation.
  107136. */
  107137. shadowFrustumSize: number;
  107138. private _shadowOrthoScale;
  107139. /**
  107140. * Gets the shadow projection scale against the optimal computed one.
  107141. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107142. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107143. */
  107144. /**
  107145. * Sets the shadow projection scale against the optimal computed one.
  107146. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107147. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107148. */
  107149. shadowOrthoScale: number;
  107150. /**
  107151. * Automatically compute the projection matrix to best fit (including all the casters)
  107152. * on each frame.
  107153. */
  107154. autoUpdateExtends: boolean;
  107155. private _orthoLeft;
  107156. private _orthoRight;
  107157. private _orthoTop;
  107158. private _orthoBottom;
  107159. /**
  107160. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  107161. * The directional light is emitted from everywhere in the given direction.
  107162. * It can cast shadows.
  107163. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107164. * @param name The friendly name of the light
  107165. * @param direction The direction of the light
  107166. * @param scene The scene the light belongs to
  107167. */
  107168. constructor(name: string, direction: Vector3, scene: Scene);
  107169. /**
  107170. * Returns the string "DirectionalLight".
  107171. * @return The class name
  107172. */
  107173. getClassName(): string;
  107174. /**
  107175. * Returns the integer 1.
  107176. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107177. */
  107178. getTypeID(): number;
  107179. /**
  107180. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  107181. * Returns the DirectionalLight Shadow projection matrix.
  107182. */
  107183. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107184. /**
  107185. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  107186. * Returns the DirectionalLight Shadow projection matrix.
  107187. */
  107188. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  107189. /**
  107190. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  107191. * Returns the DirectionalLight Shadow projection matrix.
  107192. */
  107193. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107194. protected _buildUniformLayout(): void;
  107195. /**
  107196. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  107197. * @param effect The effect to update
  107198. * @param lightIndex The index of the light in the effect to update
  107199. * @returns The directional light
  107200. */
  107201. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  107202. /**
  107203. * Gets the minZ used for shadow according to both the scene and the light.
  107204. *
  107205. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107206. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107207. * @param activeCamera The camera we are returning the min for
  107208. * @returns the depth min z
  107209. */
  107210. getDepthMinZ(activeCamera: Camera): number;
  107211. /**
  107212. * Gets the maxZ used for shadow according to both the scene and the light.
  107213. *
  107214. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107215. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107216. * @param activeCamera The camera we are returning the max for
  107217. * @returns the depth max z
  107218. */
  107219. getDepthMaxZ(activeCamera: Camera): number;
  107220. /**
  107221. * Prepares the list of defines specific to the light type.
  107222. * @param defines the list of defines
  107223. * @param lightIndex defines the index of the light for the effect
  107224. */
  107225. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107226. }
  107227. }
  107228. declare module BABYLON {
  107229. /**
  107230. * Class containing static functions to help procedurally build meshes
  107231. */
  107232. export class HemisphereBuilder {
  107233. /**
  107234. * Creates a hemisphere mesh
  107235. * @param name defines the name of the mesh
  107236. * @param options defines the options used to create the mesh
  107237. * @param scene defines the hosting scene
  107238. * @returns the hemisphere mesh
  107239. */
  107240. static CreateHemisphere(name: string, options: {
  107241. segments?: number;
  107242. diameter?: number;
  107243. sideOrientation?: number;
  107244. }, scene: any): Mesh;
  107245. }
  107246. }
  107247. declare module BABYLON {
  107248. /**
  107249. * A spot light is defined by a position, a direction, an angle, and an exponent.
  107250. * These values define a cone of light starting from the position, emitting toward the direction.
  107251. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  107252. * and the exponent defines the speed of the decay of the light with distance (reach).
  107253. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107254. */
  107255. export class SpotLight extends ShadowLight {
  107256. private _angle;
  107257. private _innerAngle;
  107258. private _cosHalfAngle;
  107259. private _lightAngleScale;
  107260. private _lightAngleOffset;
  107261. /**
  107262. * Gets the cone angle of the spot light in Radians.
  107263. */
  107264. /**
  107265. * Sets the cone angle of the spot light in Radians.
  107266. */
  107267. angle: number;
  107268. /**
  107269. * Only used in gltf falloff mode, this defines the angle where
  107270. * the directional falloff will start before cutting at angle which could be seen
  107271. * as outer angle.
  107272. */
  107273. /**
  107274. * Only used in gltf falloff mode, this defines the angle where
  107275. * the directional falloff will start before cutting at angle which could be seen
  107276. * as outer angle.
  107277. */
  107278. innerAngle: number;
  107279. private _shadowAngleScale;
  107280. /**
  107281. * Allows scaling the angle of the light for shadow generation only.
  107282. */
  107283. /**
  107284. * Allows scaling the angle of the light for shadow generation only.
  107285. */
  107286. shadowAngleScale: number;
  107287. /**
  107288. * The light decay speed with the distance from the emission spot.
  107289. */
  107290. exponent: number;
  107291. private _projectionTextureMatrix;
  107292. /**
  107293. * Allows reading the projecton texture
  107294. */
  107295. readonly projectionTextureMatrix: Matrix;
  107296. protected _projectionTextureLightNear: number;
  107297. /**
  107298. * Gets the near clip of the Spotlight for texture projection.
  107299. */
  107300. /**
  107301. * Sets the near clip of the Spotlight for texture projection.
  107302. */
  107303. projectionTextureLightNear: number;
  107304. protected _projectionTextureLightFar: number;
  107305. /**
  107306. * Gets the far clip of the Spotlight for texture projection.
  107307. */
  107308. /**
  107309. * Sets the far clip of the Spotlight for texture projection.
  107310. */
  107311. projectionTextureLightFar: number;
  107312. protected _projectionTextureUpDirection: Vector3;
  107313. /**
  107314. * Gets the Up vector of the Spotlight for texture projection.
  107315. */
  107316. /**
  107317. * Sets the Up vector of the Spotlight for texture projection.
  107318. */
  107319. projectionTextureUpDirection: Vector3;
  107320. private _projectionTexture;
  107321. /**
  107322. * Gets the projection texture of the light.
  107323. */
  107324. /**
  107325. * Sets the projection texture of the light.
  107326. */
  107327. projectionTexture: Nullable<BaseTexture>;
  107328. private _projectionTextureViewLightDirty;
  107329. private _projectionTextureProjectionLightDirty;
  107330. private _projectionTextureDirty;
  107331. private _projectionTextureViewTargetVector;
  107332. private _projectionTextureViewLightMatrix;
  107333. private _projectionTextureProjectionLightMatrix;
  107334. private _projectionTextureScalingMatrix;
  107335. /**
  107336. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  107337. * It can cast shadows.
  107338. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107339. * @param name The light friendly name
  107340. * @param position The position of the spot light in the scene
  107341. * @param direction The direction of the light in the scene
  107342. * @param angle The cone angle of the light in Radians
  107343. * @param exponent The light decay speed with the distance from the emission spot
  107344. * @param scene The scene the lights belongs to
  107345. */
  107346. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  107347. /**
  107348. * Returns the string "SpotLight".
  107349. * @returns the class name
  107350. */
  107351. getClassName(): string;
  107352. /**
  107353. * Returns the integer 2.
  107354. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107355. */
  107356. getTypeID(): number;
  107357. /**
  107358. * Overrides the direction setter to recompute the projection texture view light Matrix.
  107359. */
  107360. protected _setDirection(value: Vector3): void;
  107361. /**
  107362. * Overrides the position setter to recompute the projection texture view light Matrix.
  107363. */
  107364. protected _setPosition(value: Vector3): void;
  107365. /**
  107366. * 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.
  107367. * Returns the SpotLight.
  107368. */
  107369. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107370. protected _computeProjectionTextureViewLightMatrix(): void;
  107371. protected _computeProjectionTextureProjectionLightMatrix(): void;
  107372. /**
  107373. * Main function for light texture projection matrix computing.
  107374. */
  107375. protected _computeProjectionTextureMatrix(): void;
  107376. protected _buildUniformLayout(): void;
  107377. private _computeAngleValues;
  107378. /**
  107379. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  107380. * @param effect The effect to update
  107381. * @param lightIndex The index of the light in the effect to update
  107382. * @returns The spot light
  107383. */
  107384. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  107385. /**
  107386. * Disposes the light and the associated resources.
  107387. */
  107388. dispose(): void;
  107389. /**
  107390. * Prepares the list of defines specific to the light type.
  107391. * @param defines the list of defines
  107392. * @param lightIndex defines the index of the light for the effect
  107393. */
  107394. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107395. }
  107396. }
  107397. declare module BABYLON {
  107398. /**
  107399. * Gizmo that enables viewing a light
  107400. */
  107401. export class LightGizmo extends Gizmo {
  107402. private _lightMesh;
  107403. private _material;
  107404. private cachedPosition;
  107405. private cachedForward;
  107406. /**
  107407. * Creates a LightGizmo
  107408. * @param gizmoLayer The utility layer the gizmo will be added to
  107409. */
  107410. constructor(gizmoLayer?: UtilityLayerRenderer);
  107411. private _light;
  107412. /**
  107413. * The light that the gizmo is attached to
  107414. */
  107415. light: Nullable<Light>;
  107416. /**
  107417. * @hidden
  107418. * Updates the gizmo to match the attached mesh's position/rotation
  107419. */
  107420. protected _update(): void;
  107421. private static _Scale;
  107422. /**
  107423. * Creates the lines for a light mesh
  107424. */
  107425. private static _createLightLines;
  107426. /**
  107427. * Disposes of the light gizmo
  107428. */
  107429. dispose(): void;
  107430. private static _CreateHemisphericLightMesh;
  107431. private static _CreatePointLightMesh;
  107432. private static _CreateSpotLightMesh;
  107433. private static _CreateDirectionalLightMesh;
  107434. }
  107435. }
  107436. declare module BABYLON {
  107437. /** @hidden */
  107438. export var backgroundFragmentDeclaration: {
  107439. name: string;
  107440. shader: string;
  107441. };
  107442. }
  107443. declare module BABYLON {
  107444. /** @hidden */
  107445. export var backgroundUboDeclaration: {
  107446. name: string;
  107447. shader: string;
  107448. };
  107449. }
  107450. declare module BABYLON {
  107451. /** @hidden */
  107452. export var backgroundPixelShader: {
  107453. name: string;
  107454. shader: string;
  107455. };
  107456. }
  107457. declare module BABYLON {
  107458. /** @hidden */
  107459. export var backgroundVertexDeclaration: {
  107460. name: string;
  107461. shader: string;
  107462. };
  107463. }
  107464. declare module BABYLON {
  107465. /** @hidden */
  107466. export var backgroundVertexShader: {
  107467. name: string;
  107468. shader: string;
  107469. };
  107470. }
  107471. declare module BABYLON {
  107472. /**
  107473. * Background material used to create an efficient environement around your scene.
  107474. */
  107475. export class BackgroundMaterial extends PushMaterial {
  107476. /**
  107477. * Standard reflectance value at parallel view angle.
  107478. */
  107479. static StandardReflectance0: number;
  107480. /**
  107481. * Standard reflectance value at grazing angle.
  107482. */
  107483. static StandardReflectance90: number;
  107484. protected _primaryColor: Color3;
  107485. /**
  107486. * Key light Color (multiply against the environement texture)
  107487. */
  107488. primaryColor: Color3;
  107489. protected __perceptualColor: Nullable<Color3>;
  107490. /**
  107491. * Experimental Internal Use Only.
  107492. *
  107493. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  107494. * This acts as a helper to set the primary color to a more "human friendly" value.
  107495. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  107496. * output color as close as possible from the chosen value.
  107497. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  107498. * part of lighting setup.)
  107499. */
  107500. _perceptualColor: Nullable<Color3>;
  107501. protected _primaryColorShadowLevel: float;
  107502. /**
  107503. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  107504. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  107505. */
  107506. primaryColorShadowLevel: float;
  107507. protected _primaryColorHighlightLevel: float;
  107508. /**
  107509. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  107510. * The primary color is used at the level chosen to define what the white area would look.
  107511. */
  107512. primaryColorHighlightLevel: float;
  107513. protected _reflectionTexture: Nullable<BaseTexture>;
  107514. /**
  107515. * Reflection Texture used in the material.
  107516. * Should be author in a specific way for the best result (refer to the documentation).
  107517. */
  107518. reflectionTexture: Nullable<BaseTexture>;
  107519. protected _reflectionBlur: float;
  107520. /**
  107521. * Reflection Texture level of blur.
  107522. *
  107523. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  107524. * texture twice.
  107525. */
  107526. reflectionBlur: float;
  107527. protected _diffuseTexture: Nullable<BaseTexture>;
  107528. /**
  107529. * Diffuse Texture used in the material.
  107530. * Should be author in a specific way for the best result (refer to the documentation).
  107531. */
  107532. diffuseTexture: Nullable<BaseTexture>;
  107533. protected _shadowLights: Nullable<IShadowLight[]>;
  107534. /**
  107535. * Specify the list of lights casting shadow on the material.
  107536. * All scene shadow lights will be included if null.
  107537. */
  107538. shadowLights: Nullable<IShadowLight[]>;
  107539. protected _shadowLevel: float;
  107540. /**
  107541. * Helps adjusting the shadow to a softer level if required.
  107542. * 0 means black shadows and 1 means no shadows.
  107543. */
  107544. shadowLevel: float;
  107545. protected _sceneCenter: Vector3;
  107546. /**
  107547. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  107548. * It is usually zero but might be interesting to modify according to your setup.
  107549. */
  107550. sceneCenter: Vector3;
  107551. protected _opacityFresnel: boolean;
  107552. /**
  107553. * This helps specifying that the material is falling off to the sky box at grazing angle.
  107554. * This helps ensuring a nice transition when the camera goes under the ground.
  107555. */
  107556. opacityFresnel: boolean;
  107557. protected _reflectionFresnel: boolean;
  107558. /**
  107559. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  107560. * This helps adding a mirror texture on the ground.
  107561. */
  107562. reflectionFresnel: boolean;
  107563. protected _reflectionFalloffDistance: number;
  107564. /**
  107565. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  107566. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  107567. */
  107568. reflectionFalloffDistance: number;
  107569. protected _reflectionAmount: number;
  107570. /**
  107571. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  107572. */
  107573. reflectionAmount: number;
  107574. protected _reflectionReflectance0: number;
  107575. /**
  107576. * This specifies the weight of the reflection at grazing angle.
  107577. */
  107578. reflectionReflectance0: number;
  107579. protected _reflectionReflectance90: number;
  107580. /**
  107581. * This specifies the weight of the reflection at a perpendicular point of view.
  107582. */
  107583. reflectionReflectance90: number;
  107584. /**
  107585. * Sets the reflection reflectance fresnel values according to the default standard
  107586. * empirically know to work well :-)
  107587. */
  107588. reflectionStandardFresnelWeight: number;
  107589. protected _useRGBColor: boolean;
  107590. /**
  107591. * Helps to directly use the maps channels instead of their level.
  107592. */
  107593. useRGBColor: boolean;
  107594. protected _enableNoise: boolean;
  107595. /**
  107596. * This helps reducing the banding effect that could occur on the background.
  107597. */
  107598. enableNoise: boolean;
  107599. /**
  107600. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  107601. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  107602. * Recommended to be keep at 1.0 except for special cases.
  107603. */
  107604. fovMultiplier: number;
  107605. private _fovMultiplier;
  107606. /**
  107607. * Enable the FOV adjustment feature controlled by fovMultiplier.
  107608. */
  107609. useEquirectangularFOV: boolean;
  107610. private _maxSimultaneousLights;
  107611. /**
  107612. * Number of Simultaneous lights allowed on the material.
  107613. */
  107614. maxSimultaneousLights: int;
  107615. /**
  107616. * Default configuration related to image processing available in the Background Material.
  107617. */
  107618. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  107619. /**
  107620. * Keep track of the image processing observer to allow dispose and replace.
  107621. */
  107622. private _imageProcessingObserver;
  107623. /**
  107624. * Attaches a new image processing configuration to the PBR Material.
  107625. * @param configuration (if null the scene configuration will be use)
  107626. */
  107627. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  107628. /**
  107629. * Gets the image processing configuration used either in this material.
  107630. */
  107631. /**
  107632. * Sets the Default image processing configuration used either in the this material.
  107633. *
  107634. * If sets to null, the scene one is in use.
  107635. */
  107636. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  107637. /**
  107638. * Gets wether the color curves effect is enabled.
  107639. */
  107640. /**
  107641. * Sets wether the color curves effect is enabled.
  107642. */
  107643. cameraColorCurvesEnabled: boolean;
  107644. /**
  107645. * Gets wether the color grading effect is enabled.
  107646. */
  107647. /**
  107648. * Gets wether the color grading effect is enabled.
  107649. */
  107650. cameraColorGradingEnabled: boolean;
  107651. /**
  107652. * Gets wether tonemapping is enabled or not.
  107653. */
  107654. /**
  107655. * Sets wether tonemapping is enabled or not
  107656. */
  107657. cameraToneMappingEnabled: boolean;
  107658. /**
  107659. * The camera exposure used on this material.
  107660. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  107661. * This corresponds to a photographic exposure.
  107662. */
  107663. /**
  107664. * The camera exposure used on this material.
  107665. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  107666. * This corresponds to a photographic exposure.
  107667. */
  107668. cameraExposure: float;
  107669. /**
  107670. * Gets The camera contrast used on this material.
  107671. */
  107672. /**
  107673. * Sets The camera contrast used on this material.
  107674. */
  107675. cameraContrast: float;
  107676. /**
  107677. * Gets the Color Grading 2D Lookup Texture.
  107678. */
  107679. /**
  107680. * Sets the Color Grading 2D Lookup Texture.
  107681. */
  107682. cameraColorGradingTexture: Nullable<BaseTexture>;
  107683. /**
  107684. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  107685. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  107686. * 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;
  107687. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  107688. */
  107689. /**
  107690. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  107691. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  107692. * 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;
  107693. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  107694. */
  107695. cameraColorCurves: Nullable<ColorCurves>;
  107696. /**
  107697. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  107698. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  107699. */
  107700. switchToBGR: boolean;
  107701. private _renderTargets;
  107702. private _reflectionControls;
  107703. private _white;
  107704. private _primaryShadowColor;
  107705. private _primaryHighlightColor;
  107706. /**
  107707. * Instantiates a Background Material in the given scene
  107708. * @param name The friendly name of the material
  107709. * @param scene The scene to add the material to
  107710. */
  107711. constructor(name: string, scene: Scene);
  107712. /**
  107713. * Gets a boolean indicating that current material needs to register RTT
  107714. */
  107715. readonly hasRenderTargetTextures: boolean;
  107716. /**
  107717. * The entire material has been created in order to prevent overdraw.
  107718. * @returns false
  107719. */
  107720. needAlphaTesting(): boolean;
  107721. /**
  107722. * The entire material has been created in order to prevent overdraw.
  107723. * @returns true if blending is enable
  107724. */
  107725. needAlphaBlending(): boolean;
  107726. /**
  107727. * Checks wether the material is ready to be rendered for a given mesh.
  107728. * @param mesh The mesh to render
  107729. * @param subMesh The submesh to check against
  107730. * @param useInstances Specify wether or not the material is used with instances
  107731. * @returns true if all the dependencies are ready (Textures, Effects...)
  107732. */
  107733. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  107734. /**
  107735. * Compute the primary color according to the chosen perceptual color.
  107736. */
  107737. private _computePrimaryColorFromPerceptualColor;
  107738. /**
  107739. * Compute the highlights and shadow colors according to their chosen levels.
  107740. */
  107741. private _computePrimaryColors;
  107742. /**
  107743. * Build the uniform buffer used in the material.
  107744. */
  107745. buildUniformLayout(): void;
  107746. /**
  107747. * Unbind the material.
  107748. */
  107749. unbind(): void;
  107750. /**
  107751. * Bind only the world matrix to the material.
  107752. * @param world The world matrix to bind.
  107753. */
  107754. bindOnlyWorldMatrix(world: Matrix): void;
  107755. /**
  107756. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  107757. * @param world The world matrix to bind.
  107758. * @param subMesh The submesh to bind for.
  107759. */
  107760. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  107761. /**
  107762. * Dispose the material.
  107763. * @param forceDisposeEffect Force disposal of the associated effect.
  107764. * @param forceDisposeTextures Force disposal of the associated textures.
  107765. */
  107766. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  107767. /**
  107768. * Clones the material.
  107769. * @param name The cloned name.
  107770. * @returns The cloned material.
  107771. */
  107772. clone(name: string): BackgroundMaterial;
  107773. /**
  107774. * Serializes the current material to its JSON representation.
  107775. * @returns The JSON representation.
  107776. */
  107777. serialize(): any;
  107778. /**
  107779. * Gets the class name of the material
  107780. * @returns "BackgroundMaterial"
  107781. */
  107782. getClassName(): string;
  107783. /**
  107784. * Parse a JSON input to create back a background material.
  107785. * @param source The JSON data to parse
  107786. * @param scene The scene to create the parsed material in
  107787. * @param rootUrl The root url of the assets the material depends upon
  107788. * @returns the instantiated BackgroundMaterial.
  107789. */
  107790. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  107791. }
  107792. }
  107793. declare module BABYLON {
  107794. /**
  107795. * Represents the different options available during the creation of
  107796. * a Environment helper.
  107797. *
  107798. * This can control the default ground, skybox and image processing setup of your scene.
  107799. */
  107800. export interface IEnvironmentHelperOptions {
  107801. /**
  107802. * Specifies wether or not to create a ground.
  107803. * True by default.
  107804. */
  107805. createGround: boolean;
  107806. /**
  107807. * Specifies the ground size.
  107808. * 15 by default.
  107809. */
  107810. groundSize: number;
  107811. /**
  107812. * The texture used on the ground for the main color.
  107813. * Comes from the BabylonJS CDN by default.
  107814. *
  107815. * Remarks: Can be either a texture or a url.
  107816. */
  107817. groundTexture: string | BaseTexture;
  107818. /**
  107819. * The color mixed in the ground texture by default.
  107820. * BabylonJS clearColor by default.
  107821. */
  107822. groundColor: Color3;
  107823. /**
  107824. * Specifies the ground opacity.
  107825. * 1 by default.
  107826. */
  107827. groundOpacity: number;
  107828. /**
  107829. * Enables the ground to receive shadows.
  107830. * True by default.
  107831. */
  107832. enableGroundShadow: boolean;
  107833. /**
  107834. * Helps preventing the shadow to be fully black on the ground.
  107835. * 0.5 by default.
  107836. */
  107837. groundShadowLevel: number;
  107838. /**
  107839. * Creates a mirror texture attach to the ground.
  107840. * false by default.
  107841. */
  107842. enableGroundMirror: boolean;
  107843. /**
  107844. * Specifies the ground mirror size ratio.
  107845. * 0.3 by default as the default kernel is 64.
  107846. */
  107847. groundMirrorSizeRatio: number;
  107848. /**
  107849. * Specifies the ground mirror blur kernel size.
  107850. * 64 by default.
  107851. */
  107852. groundMirrorBlurKernel: number;
  107853. /**
  107854. * Specifies the ground mirror visibility amount.
  107855. * 1 by default
  107856. */
  107857. groundMirrorAmount: number;
  107858. /**
  107859. * Specifies the ground mirror reflectance weight.
  107860. * This uses the standard weight of the background material to setup the fresnel effect
  107861. * of the mirror.
  107862. * 1 by default.
  107863. */
  107864. groundMirrorFresnelWeight: number;
  107865. /**
  107866. * Specifies the ground mirror Falloff distance.
  107867. * This can helps reducing the size of the reflection.
  107868. * 0 by Default.
  107869. */
  107870. groundMirrorFallOffDistance: number;
  107871. /**
  107872. * Specifies the ground mirror texture type.
  107873. * Unsigned Int by Default.
  107874. */
  107875. groundMirrorTextureType: number;
  107876. /**
  107877. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  107878. * the shown objects.
  107879. */
  107880. groundYBias: number;
  107881. /**
  107882. * Specifies wether or not to create a skybox.
  107883. * True by default.
  107884. */
  107885. createSkybox: boolean;
  107886. /**
  107887. * Specifies the skybox size.
  107888. * 20 by default.
  107889. */
  107890. skyboxSize: number;
  107891. /**
  107892. * The texture used on the skybox for the main color.
  107893. * Comes from the BabylonJS CDN by default.
  107894. *
  107895. * Remarks: Can be either a texture or a url.
  107896. */
  107897. skyboxTexture: string | BaseTexture;
  107898. /**
  107899. * The color mixed in the skybox texture by default.
  107900. * BabylonJS clearColor by default.
  107901. */
  107902. skyboxColor: Color3;
  107903. /**
  107904. * The background rotation around the Y axis of the scene.
  107905. * This helps aligning the key lights of your scene with the background.
  107906. * 0 by default.
  107907. */
  107908. backgroundYRotation: number;
  107909. /**
  107910. * Compute automatically the size of the elements to best fit with the scene.
  107911. */
  107912. sizeAuto: boolean;
  107913. /**
  107914. * Default position of the rootMesh if autoSize is not true.
  107915. */
  107916. rootPosition: Vector3;
  107917. /**
  107918. * Sets up the image processing in the scene.
  107919. * true by default.
  107920. */
  107921. setupImageProcessing: boolean;
  107922. /**
  107923. * The texture used as your environment texture in the scene.
  107924. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  107925. *
  107926. * Remarks: Can be either a texture or a url.
  107927. */
  107928. environmentTexture: string | BaseTexture;
  107929. /**
  107930. * The value of the exposure to apply to the scene.
  107931. * 0.6 by default if setupImageProcessing is true.
  107932. */
  107933. cameraExposure: number;
  107934. /**
  107935. * The value of the contrast to apply to the scene.
  107936. * 1.6 by default if setupImageProcessing is true.
  107937. */
  107938. cameraContrast: number;
  107939. /**
  107940. * Specifies wether or not tonemapping should be enabled in the scene.
  107941. * true by default if setupImageProcessing is true.
  107942. */
  107943. toneMappingEnabled: boolean;
  107944. }
  107945. /**
  107946. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  107947. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  107948. * It also helps with the default setup of your imageProcessing configuration.
  107949. */
  107950. export class EnvironmentHelper {
  107951. /**
  107952. * Default ground texture URL.
  107953. */
  107954. private static _groundTextureCDNUrl;
  107955. /**
  107956. * Default skybox texture URL.
  107957. */
  107958. private static _skyboxTextureCDNUrl;
  107959. /**
  107960. * Default environment texture URL.
  107961. */
  107962. private static _environmentTextureCDNUrl;
  107963. /**
  107964. * Creates the default options for the helper.
  107965. */
  107966. private static _getDefaultOptions;
  107967. private _rootMesh;
  107968. /**
  107969. * Gets the root mesh created by the helper.
  107970. */
  107971. readonly rootMesh: Mesh;
  107972. private _skybox;
  107973. /**
  107974. * Gets the skybox created by the helper.
  107975. */
  107976. readonly skybox: Nullable<Mesh>;
  107977. private _skyboxTexture;
  107978. /**
  107979. * Gets the skybox texture created by the helper.
  107980. */
  107981. readonly skyboxTexture: Nullable<BaseTexture>;
  107982. private _skyboxMaterial;
  107983. /**
  107984. * Gets the skybox material created by the helper.
  107985. */
  107986. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  107987. private _ground;
  107988. /**
  107989. * Gets the ground mesh created by the helper.
  107990. */
  107991. readonly ground: Nullable<Mesh>;
  107992. private _groundTexture;
  107993. /**
  107994. * Gets the ground texture created by the helper.
  107995. */
  107996. readonly groundTexture: Nullable<BaseTexture>;
  107997. private _groundMirror;
  107998. /**
  107999. * Gets the ground mirror created by the helper.
  108000. */
  108001. readonly groundMirror: Nullable<MirrorTexture>;
  108002. /**
  108003. * Gets the ground mirror render list to helps pushing the meshes
  108004. * you wish in the ground reflection.
  108005. */
  108006. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108007. private _groundMaterial;
  108008. /**
  108009. * Gets the ground material created by the helper.
  108010. */
  108011. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108012. /**
  108013. * Stores the creation options.
  108014. */
  108015. private readonly _scene;
  108016. private _options;
  108017. /**
  108018. * This observable will be notified with any error during the creation of the environment,
  108019. * mainly texture creation errors.
  108020. */
  108021. onErrorObservable: Observable<{
  108022. message?: string;
  108023. exception?: any;
  108024. }>;
  108025. /**
  108026. * constructor
  108027. * @param options Defines the options we want to customize the helper
  108028. * @param scene The scene to add the material to
  108029. */
  108030. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108031. /**
  108032. * Updates the background according to the new options
  108033. * @param options
  108034. */
  108035. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108036. /**
  108037. * Sets the primary color of all the available elements.
  108038. * @param color the main color to affect to the ground and the background
  108039. */
  108040. setMainColor(color: Color3): void;
  108041. /**
  108042. * Setup the image processing according to the specified options.
  108043. */
  108044. private _setupImageProcessing;
  108045. /**
  108046. * Setup the environment texture according to the specified options.
  108047. */
  108048. private _setupEnvironmentTexture;
  108049. /**
  108050. * Setup the background according to the specified options.
  108051. */
  108052. private _setupBackground;
  108053. /**
  108054. * Get the scene sizes according to the setup.
  108055. */
  108056. private _getSceneSize;
  108057. /**
  108058. * Setup the ground according to the specified options.
  108059. */
  108060. private _setupGround;
  108061. /**
  108062. * Setup the ground material according to the specified options.
  108063. */
  108064. private _setupGroundMaterial;
  108065. /**
  108066. * Setup the ground diffuse texture according to the specified options.
  108067. */
  108068. private _setupGroundDiffuseTexture;
  108069. /**
  108070. * Setup the ground mirror texture according to the specified options.
  108071. */
  108072. private _setupGroundMirrorTexture;
  108073. /**
  108074. * Setup the ground to receive the mirror texture.
  108075. */
  108076. private _setupMirrorInGroundMaterial;
  108077. /**
  108078. * Setup the skybox according to the specified options.
  108079. */
  108080. private _setupSkybox;
  108081. /**
  108082. * Setup the skybox material according to the specified options.
  108083. */
  108084. private _setupSkyboxMaterial;
  108085. /**
  108086. * Setup the skybox reflection texture according to the specified options.
  108087. */
  108088. private _setupSkyboxReflectionTexture;
  108089. private _errorHandler;
  108090. /**
  108091. * Dispose all the elements created by the Helper.
  108092. */
  108093. dispose(): void;
  108094. }
  108095. }
  108096. declare module BABYLON {
  108097. /**
  108098. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108099. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108100. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108101. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108102. */
  108103. export class PhotoDome extends TransformNode {
  108104. /**
  108105. * Define the image as a Monoscopic panoramic 360 image.
  108106. */
  108107. static readonly MODE_MONOSCOPIC: number;
  108108. /**
  108109. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108110. */
  108111. static readonly MODE_TOPBOTTOM: number;
  108112. /**
  108113. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108114. */
  108115. static readonly MODE_SIDEBYSIDE: number;
  108116. private _useDirectMapping;
  108117. /**
  108118. * The texture being displayed on the sphere
  108119. */
  108120. protected _photoTexture: Texture;
  108121. /**
  108122. * Gets or sets the texture being displayed on the sphere
  108123. */
  108124. photoTexture: Texture;
  108125. /**
  108126. * Observable raised when an error occured while loading the 360 image
  108127. */
  108128. onLoadErrorObservable: Observable<string>;
  108129. /**
  108130. * The skybox material
  108131. */
  108132. protected _material: BackgroundMaterial;
  108133. /**
  108134. * The surface used for the skybox
  108135. */
  108136. protected _mesh: Mesh;
  108137. /**
  108138. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108139. * Also see the options.resolution property.
  108140. */
  108141. fovMultiplier: number;
  108142. private _imageMode;
  108143. /**
  108144. * Gets or set the current video mode for the video. It can be:
  108145. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108146. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108147. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108148. */
  108149. imageMode: number;
  108150. /**
  108151. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108152. * @param name Element's name, child elements will append suffixes for their own names.
  108153. * @param urlsOfPhoto defines the url of the photo to display
  108154. * @param options defines an object containing optional or exposed sub element properties
  108155. * @param onError defines a callback called when an error occured while loading the texture
  108156. */
  108157. constructor(name: string, urlOfPhoto: string, options: {
  108158. resolution?: number;
  108159. size?: number;
  108160. useDirectMapping?: boolean;
  108161. faceForward?: boolean;
  108162. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  108163. private _onBeforeCameraRenderObserver;
  108164. private _changeImageMode;
  108165. /**
  108166. * Releases resources associated with this node.
  108167. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  108168. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  108169. */
  108170. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  108171. }
  108172. }
  108173. declare module BABYLON {
  108174. /** @hidden */
  108175. export var rgbdDecodePixelShader: {
  108176. name: string;
  108177. shader: string;
  108178. };
  108179. }
  108180. declare module BABYLON {
  108181. /**
  108182. * Class used to host texture specific utilities
  108183. */
  108184. export class BRDFTextureTools {
  108185. /**
  108186. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  108187. * @param texture the texture to expand.
  108188. */
  108189. private static _ExpandDefaultBRDFTexture;
  108190. /**
  108191. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  108192. * @param scene defines the hosting scene
  108193. * @returns the environment BRDF texture
  108194. */
  108195. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  108196. private static _environmentBRDFBase64Texture;
  108197. }
  108198. }
  108199. declare module BABYLON {
  108200. /**
  108201. * @hidden
  108202. */
  108203. export interface IMaterialClearCoatDefines {
  108204. CLEARCOAT: boolean;
  108205. CLEARCOAT_DEFAULTIOR: boolean;
  108206. CLEARCOAT_TEXTURE: boolean;
  108207. CLEARCOAT_TEXTUREDIRECTUV: number;
  108208. CLEARCOAT_BUMP: boolean;
  108209. CLEARCOAT_BUMPDIRECTUV: number;
  108210. CLEARCOAT_TINT: boolean;
  108211. CLEARCOAT_TINT_TEXTURE: boolean;
  108212. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  108213. /** @hidden */
  108214. _areTexturesDirty: boolean;
  108215. }
  108216. /**
  108217. * Define the code related to the clear coat parameters of the pbr material.
  108218. */
  108219. export class PBRClearCoatConfiguration {
  108220. /**
  108221. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108222. * The default fits with a polyurethane material.
  108223. */
  108224. private static readonly _DefaultIndexOfRefraction;
  108225. private _isEnabled;
  108226. /**
  108227. * Defines if the clear coat is enabled in the material.
  108228. */
  108229. isEnabled: boolean;
  108230. /**
  108231. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  108232. */
  108233. intensity: number;
  108234. /**
  108235. * Defines the clear coat layer roughness.
  108236. */
  108237. roughness: number;
  108238. private _indexOfRefraction;
  108239. /**
  108240. * Defines the index of refraction of the clear coat.
  108241. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108242. * The default fits with a polyurethane material.
  108243. * Changing the default value is more performance intensive.
  108244. */
  108245. indexOfRefraction: number;
  108246. private _texture;
  108247. /**
  108248. * Stores the clear coat values in a texture.
  108249. */
  108250. texture: Nullable<BaseTexture>;
  108251. private _bumpTexture;
  108252. /**
  108253. * Define the clear coat specific bump texture.
  108254. */
  108255. bumpTexture: Nullable<BaseTexture>;
  108256. private _isTintEnabled;
  108257. /**
  108258. * Defines if the clear coat tint is enabled in the material.
  108259. */
  108260. isTintEnabled: boolean;
  108261. /**
  108262. * Defines the clear coat tint of the material.
  108263. * This is only use if tint is enabled
  108264. */
  108265. tintColor: Color3;
  108266. /**
  108267. * Defines the distance at which the tint color should be found in the
  108268. * clear coat media.
  108269. * This is only use if tint is enabled
  108270. */
  108271. tintColorAtDistance: number;
  108272. /**
  108273. * Defines the clear coat layer thickness.
  108274. * This is only use if tint is enabled
  108275. */
  108276. tintThickness: number;
  108277. private _tintTexture;
  108278. /**
  108279. * Stores the clear tint values in a texture.
  108280. * rgb is tint
  108281. * a is a thickness factor
  108282. */
  108283. tintTexture: Nullable<BaseTexture>;
  108284. /** @hidden */
  108285. private _internalMarkAllSubMeshesAsTexturesDirty;
  108286. /** @hidden */
  108287. _markAllSubMeshesAsTexturesDirty(): void;
  108288. /**
  108289. * Instantiate a new istance of clear coat configuration.
  108290. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108291. */
  108292. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108293. /**
  108294. * Gets wehter the submesh is ready to be used or not.
  108295. * @param defines the list of "defines" to update.
  108296. * @param scene defines the scene the material belongs to.
  108297. * @param engine defines the engine the material belongs to.
  108298. * @param disableBumpMap defines wether the material disables bump or not.
  108299. * @returns - boolean indicating that the submesh is ready or not.
  108300. */
  108301. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  108302. /**
  108303. * Checks to see if a texture is used in the material.
  108304. * @param defines the list of "defines" to update.
  108305. * @param scene defines the scene to the material belongs to.
  108306. */
  108307. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  108308. /**
  108309. * Binds the material data.
  108310. * @param uniformBuffer defines the Uniform buffer to fill in.
  108311. * @param scene defines the scene the material belongs to.
  108312. * @param engine defines the engine the material belongs to.
  108313. * @param disableBumpMap defines wether the material disables bump or not.
  108314. * @param isFrozen defines wether the material is frozen or not.
  108315. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  108316. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  108317. */
  108318. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  108319. /**
  108320. * Checks to see if a texture is used in the material.
  108321. * @param texture - Base texture to use.
  108322. * @returns - Boolean specifying if a texture is used in the material.
  108323. */
  108324. hasTexture(texture: BaseTexture): boolean;
  108325. /**
  108326. * Returns an array of the actively used textures.
  108327. * @param activeTextures Array of BaseTextures
  108328. */
  108329. getActiveTextures(activeTextures: BaseTexture[]): void;
  108330. /**
  108331. * Returns the animatable textures.
  108332. * @param animatables Array of animatable textures.
  108333. */
  108334. getAnimatables(animatables: IAnimatable[]): void;
  108335. /**
  108336. * Disposes the resources of the material.
  108337. * @param forceDisposeTextures - Forces the disposal of all textures.
  108338. */
  108339. dispose(forceDisposeTextures?: boolean): void;
  108340. /**
  108341. * Get the current class name of the texture useful for serialization or dynamic coding.
  108342. * @returns "PBRClearCoatConfiguration"
  108343. */
  108344. getClassName(): string;
  108345. /**
  108346. * Add fallbacks to the effect fallbacks list.
  108347. * @param defines defines the Base texture to use.
  108348. * @param fallbacks defines the current fallback list.
  108349. * @param currentRank defines the current fallback rank.
  108350. * @returns the new fallback rank.
  108351. */
  108352. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108353. /**
  108354. * Add the required uniforms to the current list.
  108355. * @param uniforms defines the current uniform list.
  108356. */
  108357. static AddUniforms(uniforms: string[]): void;
  108358. /**
  108359. * Add the required samplers to the current list.
  108360. * @param samplers defines the current sampler list.
  108361. */
  108362. static AddSamplers(samplers: string[]): void;
  108363. /**
  108364. * Add the required uniforms to the current buffer.
  108365. * @param uniformBuffer defines the current uniform buffer.
  108366. */
  108367. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108368. /**
  108369. * Makes a duplicate of the current configuration into another one.
  108370. * @param clearCoatConfiguration define the config where to copy the info
  108371. */
  108372. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  108373. /**
  108374. * Serializes this clear coat configuration.
  108375. * @returns - An object with the serialized config.
  108376. */
  108377. serialize(): any;
  108378. /**
  108379. * Parses a anisotropy Configuration from a serialized object.
  108380. * @param source - Serialized object.
  108381. * @param scene Defines the scene we are parsing for
  108382. * @param rootUrl Defines the rootUrl to load from
  108383. */
  108384. parse(source: any, scene: Scene, rootUrl: string): void;
  108385. }
  108386. }
  108387. declare module BABYLON {
  108388. /**
  108389. * @hidden
  108390. */
  108391. export interface IMaterialAnisotropicDefines {
  108392. ANISOTROPIC: boolean;
  108393. ANISOTROPIC_TEXTURE: boolean;
  108394. ANISOTROPIC_TEXTUREDIRECTUV: number;
  108395. MAINUV1: boolean;
  108396. _areTexturesDirty: boolean;
  108397. _needUVs: boolean;
  108398. }
  108399. /**
  108400. * Define the code related to the anisotropic parameters of the pbr material.
  108401. */
  108402. export class PBRAnisotropicConfiguration {
  108403. private _isEnabled;
  108404. /**
  108405. * Defines if the anisotropy is enabled in the material.
  108406. */
  108407. isEnabled: boolean;
  108408. /**
  108409. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  108410. */
  108411. intensity: number;
  108412. /**
  108413. * Defines if the effect is along the tangents, bitangents or in between.
  108414. * By default, the effect is "strectching" the highlights along the tangents.
  108415. */
  108416. direction: Vector2;
  108417. private _texture;
  108418. /**
  108419. * Stores the anisotropy values in a texture.
  108420. * rg is direction (like normal from -1 to 1)
  108421. * b is a intensity
  108422. */
  108423. texture: Nullable<BaseTexture>;
  108424. /** @hidden */
  108425. private _internalMarkAllSubMeshesAsTexturesDirty;
  108426. /** @hidden */
  108427. _markAllSubMeshesAsTexturesDirty(): void;
  108428. /**
  108429. * Instantiate a new istance of anisotropy configuration.
  108430. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108431. */
  108432. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108433. /**
  108434. * Specifies that the submesh is ready to be used.
  108435. * @param defines the list of "defines" to update.
  108436. * @param scene defines the scene the material belongs to.
  108437. * @returns - boolean indicating that the submesh is ready or not.
  108438. */
  108439. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  108440. /**
  108441. * Checks to see if a texture is used in the material.
  108442. * @param defines the list of "defines" to update.
  108443. * @param mesh the mesh we are preparing the defines for.
  108444. * @param scene defines the scene the material belongs to.
  108445. */
  108446. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  108447. /**
  108448. * Binds the material data.
  108449. * @param uniformBuffer defines the Uniform buffer to fill in.
  108450. * @param scene defines the scene the material belongs to.
  108451. * @param isFrozen defines wether the material is frozen or not.
  108452. */
  108453. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  108454. /**
  108455. * Checks to see if a texture is used in the material.
  108456. * @param texture - Base texture to use.
  108457. * @returns - Boolean specifying if a texture is used in the material.
  108458. */
  108459. hasTexture(texture: BaseTexture): boolean;
  108460. /**
  108461. * Returns an array of the actively used textures.
  108462. * @param activeTextures Array of BaseTextures
  108463. */
  108464. getActiveTextures(activeTextures: BaseTexture[]): void;
  108465. /**
  108466. * Returns the animatable textures.
  108467. * @param animatables Array of animatable textures.
  108468. */
  108469. getAnimatables(animatables: IAnimatable[]): void;
  108470. /**
  108471. * Disposes the resources of the material.
  108472. * @param forceDisposeTextures - Forces the disposal of all textures.
  108473. */
  108474. dispose(forceDisposeTextures?: boolean): void;
  108475. /**
  108476. * Get the current class name of the texture useful for serialization or dynamic coding.
  108477. * @returns "PBRAnisotropicConfiguration"
  108478. */
  108479. getClassName(): string;
  108480. /**
  108481. * Add fallbacks to the effect fallbacks list.
  108482. * @param defines defines the Base texture to use.
  108483. * @param fallbacks defines the current fallback list.
  108484. * @param currentRank defines the current fallback rank.
  108485. * @returns the new fallback rank.
  108486. */
  108487. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108488. /**
  108489. * Add the required uniforms to the current list.
  108490. * @param uniforms defines the current uniform list.
  108491. */
  108492. static AddUniforms(uniforms: string[]): void;
  108493. /**
  108494. * Add the required uniforms to the current buffer.
  108495. * @param uniformBuffer defines the current uniform buffer.
  108496. */
  108497. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108498. /**
  108499. * Add the required samplers to the current list.
  108500. * @param samplers defines the current sampler list.
  108501. */
  108502. static AddSamplers(samplers: string[]): void;
  108503. /**
  108504. * Makes a duplicate of the current configuration into another one.
  108505. * @param anisotropicConfiguration define the config where to copy the info
  108506. */
  108507. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  108508. /**
  108509. * Serializes this anisotropy configuration.
  108510. * @returns - An object with the serialized config.
  108511. */
  108512. serialize(): any;
  108513. /**
  108514. * Parses a anisotropy Configuration from a serialized object.
  108515. * @param source - Serialized object.
  108516. * @param scene Defines the scene we are parsing for
  108517. * @param rootUrl Defines the rootUrl to load from
  108518. */
  108519. parse(source: any, scene: Scene, rootUrl: string): void;
  108520. }
  108521. }
  108522. declare module BABYLON {
  108523. /**
  108524. * @hidden
  108525. */
  108526. export interface IMaterialBRDFDefines {
  108527. BRDF_V_HEIGHT_CORRELATED: boolean;
  108528. MS_BRDF_ENERGY_CONSERVATION: boolean;
  108529. SPHERICAL_HARMONICS: boolean;
  108530. /** @hidden */
  108531. _areMiscDirty: boolean;
  108532. }
  108533. /**
  108534. * Define the code related to the BRDF parameters of the pbr material.
  108535. */
  108536. export class PBRBRDFConfiguration {
  108537. /**
  108538. * Default value used for the energy conservation.
  108539. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  108540. */
  108541. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  108542. /**
  108543. * Default value used for the Smith Visibility Height Correlated mode.
  108544. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  108545. */
  108546. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  108547. /**
  108548. * Default value used for the IBL diffuse part.
  108549. * This can help switching back to the polynomials mode globally which is a tiny bit
  108550. * less GPU intensive at the drawback of a lower quality.
  108551. */
  108552. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  108553. private _useEnergyConservation;
  108554. /**
  108555. * Defines if the material uses energy conservation.
  108556. */
  108557. useEnergyConservation: boolean;
  108558. private _useSmithVisibilityHeightCorrelated;
  108559. /**
  108560. * LEGACY Mode set to false
  108561. * Defines if the material uses height smith correlated visibility term.
  108562. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  108563. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  108564. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  108565. * Not relying on height correlated will also disable energy conservation.
  108566. */
  108567. useSmithVisibilityHeightCorrelated: boolean;
  108568. private _useSphericalHarmonics;
  108569. /**
  108570. * LEGACY Mode set to false
  108571. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  108572. * diffuse part of the IBL.
  108573. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  108574. * to the ground truth.
  108575. */
  108576. useSphericalHarmonics: boolean;
  108577. /** @hidden */
  108578. private _internalMarkAllSubMeshesAsMiscDirty;
  108579. /** @hidden */
  108580. _markAllSubMeshesAsMiscDirty(): void;
  108581. /**
  108582. * Instantiate a new istance of clear coat configuration.
  108583. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  108584. */
  108585. constructor(markAllSubMeshesAsMiscDirty: () => void);
  108586. /**
  108587. * Checks to see if a texture is used in the material.
  108588. * @param defines the list of "defines" to update.
  108589. */
  108590. prepareDefines(defines: IMaterialBRDFDefines): void;
  108591. /**
  108592. * Get the current class name of the texture useful for serialization or dynamic coding.
  108593. * @returns "PBRClearCoatConfiguration"
  108594. */
  108595. getClassName(): string;
  108596. /**
  108597. * Makes a duplicate of the current configuration into another one.
  108598. * @param brdfConfiguration define the config where to copy the info
  108599. */
  108600. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  108601. /**
  108602. * Serializes this BRDF configuration.
  108603. * @returns - An object with the serialized config.
  108604. */
  108605. serialize(): any;
  108606. /**
  108607. * Parses a anisotropy Configuration from a serialized object.
  108608. * @param source - Serialized object.
  108609. * @param scene Defines the scene we are parsing for
  108610. * @param rootUrl Defines the rootUrl to load from
  108611. */
  108612. parse(source: any, scene: Scene, rootUrl: string): void;
  108613. }
  108614. }
  108615. declare module BABYLON {
  108616. /**
  108617. * @hidden
  108618. */
  108619. export interface IMaterialSheenDefines {
  108620. SHEEN: boolean;
  108621. SHEEN_TEXTURE: boolean;
  108622. SHEEN_TEXTUREDIRECTUV: number;
  108623. SHEEN_LINKWITHALBEDO: boolean;
  108624. /** @hidden */
  108625. _areTexturesDirty: boolean;
  108626. }
  108627. /**
  108628. * Define the code related to the Sheen parameters of the pbr material.
  108629. */
  108630. export class PBRSheenConfiguration {
  108631. private _isEnabled;
  108632. /**
  108633. * Defines if the material uses sheen.
  108634. */
  108635. isEnabled: boolean;
  108636. private _linkSheenWithAlbedo;
  108637. /**
  108638. * Defines if the sheen is linked to the sheen color.
  108639. */
  108640. linkSheenWithAlbedo: boolean;
  108641. /**
  108642. * Defines the sheen intensity.
  108643. */
  108644. intensity: number;
  108645. /**
  108646. * Defines the sheen color.
  108647. */
  108648. color: Color3;
  108649. private _texture;
  108650. /**
  108651. * Stores the sheen tint values in a texture.
  108652. * rgb is tint
  108653. * a is a intensity
  108654. */
  108655. texture: Nullable<BaseTexture>;
  108656. /** @hidden */
  108657. private _internalMarkAllSubMeshesAsTexturesDirty;
  108658. /** @hidden */
  108659. _markAllSubMeshesAsTexturesDirty(): void;
  108660. /**
  108661. * Instantiate a new istance of clear coat configuration.
  108662. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108663. */
  108664. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108665. /**
  108666. * Specifies that the submesh is ready to be used.
  108667. * @param defines the list of "defines" to update.
  108668. * @param scene defines the scene the material belongs to.
  108669. * @returns - boolean indicating that the submesh is ready or not.
  108670. */
  108671. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  108672. /**
  108673. * Checks to see if a texture is used in the material.
  108674. * @param defines the list of "defines" to update.
  108675. * @param scene defines the scene the material belongs to.
  108676. */
  108677. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  108678. /**
  108679. * Binds the material data.
  108680. * @param uniformBuffer defines the Uniform buffer to fill in.
  108681. * @param scene defines the scene the material belongs to.
  108682. * @param isFrozen defines wether the material is frozen or not.
  108683. */
  108684. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  108685. /**
  108686. * Checks to see if a texture is used in the material.
  108687. * @param texture - Base texture to use.
  108688. * @returns - Boolean specifying if a texture is used in the material.
  108689. */
  108690. hasTexture(texture: BaseTexture): boolean;
  108691. /**
  108692. * Returns an array of the actively used textures.
  108693. * @param activeTextures Array of BaseTextures
  108694. */
  108695. getActiveTextures(activeTextures: BaseTexture[]): void;
  108696. /**
  108697. * Returns the animatable textures.
  108698. * @param animatables Array of animatable textures.
  108699. */
  108700. getAnimatables(animatables: IAnimatable[]): void;
  108701. /**
  108702. * Disposes the resources of the material.
  108703. * @param forceDisposeTextures - Forces the disposal of all textures.
  108704. */
  108705. dispose(forceDisposeTextures?: boolean): void;
  108706. /**
  108707. * Get the current class name of the texture useful for serialization or dynamic coding.
  108708. * @returns "PBRSheenConfiguration"
  108709. */
  108710. getClassName(): string;
  108711. /**
  108712. * Add fallbacks to the effect fallbacks list.
  108713. * @param defines defines the Base texture to use.
  108714. * @param fallbacks defines the current fallback list.
  108715. * @param currentRank defines the current fallback rank.
  108716. * @returns the new fallback rank.
  108717. */
  108718. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108719. /**
  108720. * Add the required uniforms to the current list.
  108721. * @param uniforms defines the current uniform list.
  108722. */
  108723. static AddUniforms(uniforms: string[]): void;
  108724. /**
  108725. * Add the required uniforms to the current buffer.
  108726. * @param uniformBuffer defines the current uniform buffer.
  108727. */
  108728. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108729. /**
  108730. * Add the required samplers to the current list.
  108731. * @param samplers defines the current sampler list.
  108732. */
  108733. static AddSamplers(samplers: string[]): void;
  108734. /**
  108735. * Makes a duplicate of the current configuration into another one.
  108736. * @param sheenConfiguration define the config where to copy the info
  108737. */
  108738. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  108739. /**
  108740. * Serializes this BRDF configuration.
  108741. * @returns - An object with the serialized config.
  108742. */
  108743. serialize(): any;
  108744. /**
  108745. * Parses a anisotropy Configuration from a serialized object.
  108746. * @param source - Serialized object.
  108747. * @param scene Defines the scene we are parsing for
  108748. * @param rootUrl Defines the rootUrl to load from
  108749. */
  108750. parse(source: any, scene: Scene, rootUrl: string): void;
  108751. }
  108752. }
  108753. declare module BABYLON {
  108754. /**
  108755. * @hidden
  108756. */
  108757. export interface IMaterialSubSurfaceDefines {
  108758. SUBSURFACE: boolean;
  108759. SS_REFRACTION: boolean;
  108760. SS_TRANSLUCENCY: boolean;
  108761. SS_SCATERRING: boolean;
  108762. SS_THICKNESSANDMASK_TEXTURE: boolean;
  108763. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  108764. SS_REFRACTIONMAP_3D: boolean;
  108765. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  108766. SS_LODINREFRACTIONALPHA: boolean;
  108767. SS_GAMMAREFRACTION: boolean;
  108768. SS_RGBDREFRACTION: boolean;
  108769. SS_LINEARSPECULARREFRACTION: boolean;
  108770. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  108771. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  108772. /** @hidden */
  108773. _areTexturesDirty: boolean;
  108774. }
  108775. /**
  108776. * Define the code related to the sub surface parameters of the pbr material.
  108777. */
  108778. export class PBRSubSurfaceConfiguration {
  108779. private _isRefractionEnabled;
  108780. /**
  108781. * Defines if the refraction is enabled in the material.
  108782. */
  108783. isRefractionEnabled: boolean;
  108784. private _isTranslucencyEnabled;
  108785. /**
  108786. * Defines if the translucency is enabled in the material.
  108787. */
  108788. isTranslucencyEnabled: boolean;
  108789. private _isScatteringEnabled;
  108790. /**
  108791. * Defines the refraction intensity of the material.
  108792. * The refraction when enabled replaces the Diffuse part of the material.
  108793. * The intensity helps transitionning between diffuse and refraction.
  108794. */
  108795. refractionIntensity: number;
  108796. /**
  108797. * Defines the translucency intensity of the material.
  108798. * When translucency has been enabled, this defines how much of the "translucency"
  108799. * is addded to the diffuse part of the material.
  108800. */
  108801. translucencyIntensity: number;
  108802. /**
  108803. * Defines the scattering intensity of the material.
  108804. * When scattering has been enabled, this defines how much of the "scattered light"
  108805. * is addded to the diffuse part of the material.
  108806. */
  108807. scatteringIntensity: number;
  108808. private _thicknessTexture;
  108809. /**
  108810. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  108811. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  108812. * 0 would mean minimumThickness
  108813. * 1 would mean maximumThickness
  108814. * The other channels might be use as a mask to vary the different effects intensity.
  108815. */
  108816. thicknessTexture: Nullable<BaseTexture>;
  108817. private _refractionTexture;
  108818. /**
  108819. * Defines the texture to use for refraction.
  108820. */
  108821. refractionTexture: Nullable<BaseTexture>;
  108822. private _indexOfRefraction;
  108823. /**
  108824. * Defines the index of refraction used in the material.
  108825. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  108826. */
  108827. indexOfRefraction: number;
  108828. private _invertRefractionY;
  108829. /**
  108830. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  108831. */
  108832. invertRefractionY: boolean;
  108833. private _linkRefractionWithTransparency;
  108834. /**
  108835. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  108836. * Materials half opaque for instance using refraction could benefit from this control.
  108837. */
  108838. linkRefractionWithTransparency: boolean;
  108839. /**
  108840. * Defines the minimum thickness stored in the thickness map.
  108841. * If no thickness map is defined, this value will be used to simulate thickness.
  108842. */
  108843. minimumThickness: number;
  108844. /**
  108845. * Defines the maximum thickness stored in the thickness map.
  108846. */
  108847. maximumThickness: number;
  108848. /**
  108849. * Defines the volume tint of the material.
  108850. * This is used for both translucency and scattering.
  108851. */
  108852. tintColor: Color3;
  108853. /**
  108854. * Defines the distance at which the tint color should be found in the media.
  108855. * This is used for refraction only.
  108856. */
  108857. tintColorAtDistance: number;
  108858. /**
  108859. * Defines how far each channel transmit through the media.
  108860. * It is defined as a color to simplify it selection.
  108861. */
  108862. diffusionDistance: Color3;
  108863. private _useMaskFromThicknessTexture;
  108864. /**
  108865. * Stores the intensity of the different subsurface effects in the thickness texture.
  108866. * * the green channel is the translucency intensity.
  108867. * * the blue channel is the scattering intensity.
  108868. * * the alpha channel is the refraction intensity.
  108869. */
  108870. useMaskFromThicknessTexture: boolean;
  108871. /** @hidden */
  108872. private _internalMarkAllSubMeshesAsTexturesDirty;
  108873. /** @hidden */
  108874. _markAllSubMeshesAsTexturesDirty(): void;
  108875. /**
  108876. * Instantiate a new istance of sub surface configuration.
  108877. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108878. */
  108879. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108880. /**
  108881. * Gets wehter the submesh is ready to be used or not.
  108882. * @param defines the list of "defines" to update.
  108883. * @param scene defines the scene the material belongs to.
  108884. * @returns - boolean indicating that the submesh is ready or not.
  108885. */
  108886. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  108887. /**
  108888. * Checks to see if a texture is used in the material.
  108889. * @param defines the list of "defines" to update.
  108890. * @param scene defines the scene to the material belongs to.
  108891. */
  108892. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  108893. /**
  108894. * Binds the material data.
  108895. * @param uniformBuffer defines the Uniform buffer to fill in.
  108896. * @param scene defines the scene the material belongs to.
  108897. * @param engine defines the engine the material belongs to.
  108898. * @param isFrozen defines wether the material is frozen or not.
  108899. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  108900. */
  108901. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  108902. /**
  108903. * Unbinds the material from the mesh.
  108904. * @param activeEffect defines the effect that should be unbound from.
  108905. * @returns true if unbound, otherwise false
  108906. */
  108907. unbind(activeEffect: Effect): boolean;
  108908. /**
  108909. * Returns the texture used for refraction or null if none is used.
  108910. * @param scene defines the scene the material belongs to.
  108911. * @returns - Refraction texture if present. If no refraction texture and refraction
  108912. * is linked with transparency, returns environment texture. Otherwise, returns null.
  108913. */
  108914. private _getRefractionTexture;
  108915. /**
  108916. * Returns true if alpha blending should be disabled.
  108917. */
  108918. readonly disableAlphaBlending: boolean;
  108919. /**
  108920. * Fills the list of render target textures.
  108921. * @param renderTargets the list of render targets to update
  108922. */
  108923. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  108924. /**
  108925. * Checks to see if a texture is used in the material.
  108926. * @param texture - Base texture to use.
  108927. * @returns - Boolean specifying if a texture is used in the material.
  108928. */
  108929. hasTexture(texture: BaseTexture): boolean;
  108930. /**
  108931. * Gets a boolean indicating that current material needs to register RTT
  108932. * @returns true if this uses a render target otherwise false.
  108933. */
  108934. hasRenderTargetTextures(): boolean;
  108935. /**
  108936. * Returns an array of the actively used textures.
  108937. * @param activeTextures Array of BaseTextures
  108938. */
  108939. getActiveTextures(activeTextures: BaseTexture[]): void;
  108940. /**
  108941. * Returns the animatable textures.
  108942. * @param animatables Array of animatable textures.
  108943. */
  108944. getAnimatables(animatables: IAnimatable[]): void;
  108945. /**
  108946. * Disposes the resources of the material.
  108947. * @param forceDisposeTextures - Forces the disposal of all textures.
  108948. */
  108949. dispose(forceDisposeTextures?: boolean): void;
  108950. /**
  108951. * Get the current class name of the texture useful for serialization or dynamic coding.
  108952. * @returns "PBRSubSurfaceConfiguration"
  108953. */
  108954. getClassName(): string;
  108955. /**
  108956. * Add fallbacks to the effect fallbacks list.
  108957. * @param defines defines the Base texture to use.
  108958. * @param fallbacks defines the current fallback list.
  108959. * @param currentRank defines the current fallback rank.
  108960. * @returns the new fallback rank.
  108961. */
  108962. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108963. /**
  108964. * Add the required uniforms to the current list.
  108965. * @param uniforms defines the current uniform list.
  108966. */
  108967. static AddUniforms(uniforms: string[]): void;
  108968. /**
  108969. * Add the required samplers to the current list.
  108970. * @param samplers defines the current sampler list.
  108971. */
  108972. static AddSamplers(samplers: string[]): void;
  108973. /**
  108974. * Add the required uniforms to the current buffer.
  108975. * @param uniformBuffer defines the current uniform buffer.
  108976. */
  108977. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108978. /**
  108979. * Makes a duplicate of the current configuration into another one.
  108980. * @param configuration define the config where to copy the info
  108981. */
  108982. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  108983. /**
  108984. * Serializes this Sub Surface configuration.
  108985. * @returns - An object with the serialized config.
  108986. */
  108987. serialize(): any;
  108988. /**
  108989. * Parses a anisotropy Configuration from a serialized object.
  108990. * @param source - Serialized object.
  108991. * @param scene Defines the scene we are parsing for
  108992. * @param rootUrl Defines the rootUrl to load from
  108993. */
  108994. parse(source: any, scene: Scene, rootUrl: string): void;
  108995. }
  108996. }
  108997. declare module BABYLON {
  108998. /** @hidden */
  108999. export var pbrFragmentDeclaration: {
  109000. name: string;
  109001. shader: string;
  109002. };
  109003. }
  109004. declare module BABYLON {
  109005. /** @hidden */
  109006. export var pbrUboDeclaration: {
  109007. name: string;
  109008. shader: string;
  109009. };
  109010. }
  109011. declare module BABYLON {
  109012. /** @hidden */
  109013. export var pbrFragmentExtraDeclaration: {
  109014. name: string;
  109015. shader: string;
  109016. };
  109017. }
  109018. declare module BABYLON {
  109019. /** @hidden */
  109020. export var pbrFragmentSamplersDeclaration: {
  109021. name: string;
  109022. shader: string;
  109023. };
  109024. }
  109025. declare module BABYLON {
  109026. /** @hidden */
  109027. export var pbrHelperFunctions: {
  109028. name: string;
  109029. shader: string;
  109030. };
  109031. }
  109032. declare module BABYLON {
  109033. /** @hidden */
  109034. export var harmonicsFunctions: {
  109035. name: string;
  109036. shader: string;
  109037. };
  109038. }
  109039. declare module BABYLON {
  109040. /** @hidden */
  109041. export var pbrDirectLightingSetupFunctions: {
  109042. name: string;
  109043. shader: string;
  109044. };
  109045. }
  109046. declare module BABYLON {
  109047. /** @hidden */
  109048. export var pbrDirectLightingFalloffFunctions: {
  109049. name: string;
  109050. shader: string;
  109051. };
  109052. }
  109053. declare module BABYLON {
  109054. /** @hidden */
  109055. export var pbrBRDFFunctions: {
  109056. name: string;
  109057. shader: string;
  109058. };
  109059. }
  109060. declare module BABYLON {
  109061. /** @hidden */
  109062. export var pbrDirectLightingFunctions: {
  109063. name: string;
  109064. shader: string;
  109065. };
  109066. }
  109067. declare module BABYLON {
  109068. /** @hidden */
  109069. export var pbrIBLFunctions: {
  109070. name: string;
  109071. shader: string;
  109072. };
  109073. }
  109074. declare module BABYLON {
  109075. /** @hidden */
  109076. export var pbrDebug: {
  109077. name: string;
  109078. shader: string;
  109079. };
  109080. }
  109081. declare module BABYLON {
  109082. /** @hidden */
  109083. export var pbrPixelShader: {
  109084. name: string;
  109085. shader: string;
  109086. };
  109087. }
  109088. declare module BABYLON {
  109089. /** @hidden */
  109090. export var pbrVertexDeclaration: {
  109091. name: string;
  109092. shader: string;
  109093. };
  109094. }
  109095. declare module BABYLON {
  109096. /** @hidden */
  109097. export var pbrVertexShader: {
  109098. name: string;
  109099. shader: string;
  109100. };
  109101. }
  109102. declare module BABYLON {
  109103. /**
  109104. * Manages the defines for the PBR Material.
  109105. * @hidden
  109106. */
  109107. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109108. PBR: boolean;
  109109. MAINUV1: boolean;
  109110. MAINUV2: boolean;
  109111. UV1: boolean;
  109112. UV2: boolean;
  109113. ALBEDO: boolean;
  109114. ALBEDODIRECTUV: number;
  109115. VERTEXCOLOR: boolean;
  109116. AMBIENT: boolean;
  109117. AMBIENTDIRECTUV: number;
  109118. AMBIENTINGRAYSCALE: boolean;
  109119. OPACITY: boolean;
  109120. VERTEXALPHA: boolean;
  109121. OPACITYDIRECTUV: number;
  109122. OPACITYRGB: boolean;
  109123. ALPHATEST: boolean;
  109124. DEPTHPREPASS: boolean;
  109125. ALPHABLEND: boolean;
  109126. ALPHAFROMALBEDO: boolean;
  109127. ALPHATESTVALUE: string;
  109128. SPECULAROVERALPHA: boolean;
  109129. RADIANCEOVERALPHA: boolean;
  109130. ALPHAFRESNEL: boolean;
  109131. LINEARALPHAFRESNEL: boolean;
  109132. PREMULTIPLYALPHA: boolean;
  109133. EMISSIVE: boolean;
  109134. EMISSIVEDIRECTUV: number;
  109135. REFLECTIVITY: boolean;
  109136. REFLECTIVITYDIRECTUV: number;
  109137. SPECULARTERM: boolean;
  109138. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109139. MICROSURFACEAUTOMATIC: boolean;
  109140. LODBASEDMICROSFURACE: boolean;
  109141. MICROSURFACEMAP: boolean;
  109142. MICROSURFACEMAPDIRECTUV: number;
  109143. METALLICWORKFLOW: boolean;
  109144. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109145. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109146. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109147. AOSTOREINMETALMAPRED: boolean;
  109148. ENVIRONMENTBRDF: boolean;
  109149. ENVIRONMENTBRDF_RGBD: boolean;
  109150. NORMAL: boolean;
  109151. TANGENT: boolean;
  109152. BUMP: boolean;
  109153. BUMPDIRECTUV: number;
  109154. OBJECTSPACE_NORMALMAP: boolean;
  109155. PARALLAX: boolean;
  109156. PARALLAXOCCLUSION: boolean;
  109157. NORMALXYSCALE: boolean;
  109158. LIGHTMAP: boolean;
  109159. LIGHTMAPDIRECTUV: number;
  109160. USELIGHTMAPASSHADOWMAP: boolean;
  109161. GAMMALIGHTMAP: boolean;
  109162. REFLECTION: boolean;
  109163. REFLECTIONMAP_3D: boolean;
  109164. REFLECTIONMAP_SPHERICAL: boolean;
  109165. REFLECTIONMAP_PLANAR: boolean;
  109166. REFLECTIONMAP_CUBIC: boolean;
  109167. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109168. REFLECTIONMAP_PROJECTION: boolean;
  109169. REFLECTIONMAP_SKYBOX: boolean;
  109170. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109171. REFLECTIONMAP_EXPLICIT: boolean;
  109172. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109173. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109174. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109175. INVERTCUBICMAP: boolean;
  109176. USESPHERICALFROMREFLECTIONMAP: boolean;
  109177. USEIRRADIANCEMAP: boolean;
  109178. SPHERICAL_HARMONICS: boolean;
  109179. USESPHERICALINVERTEX: boolean;
  109180. REFLECTIONMAP_OPPOSITEZ: boolean;
  109181. LODINREFLECTIONALPHA: boolean;
  109182. GAMMAREFLECTION: boolean;
  109183. RGBDREFLECTION: boolean;
  109184. LINEARSPECULARREFLECTION: boolean;
  109185. RADIANCEOCCLUSION: boolean;
  109186. HORIZONOCCLUSION: boolean;
  109187. INSTANCES: boolean;
  109188. NUM_BONE_INFLUENCERS: number;
  109189. BonesPerMesh: number;
  109190. BONETEXTURE: boolean;
  109191. NONUNIFORMSCALING: boolean;
  109192. MORPHTARGETS: boolean;
  109193. MORPHTARGETS_NORMAL: boolean;
  109194. MORPHTARGETS_TANGENT: boolean;
  109195. MORPHTARGETS_UV: boolean;
  109196. NUM_MORPH_INFLUENCERS: number;
  109197. IMAGEPROCESSING: boolean;
  109198. VIGNETTE: boolean;
  109199. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109200. VIGNETTEBLENDMODEOPAQUE: boolean;
  109201. TONEMAPPING: boolean;
  109202. TONEMAPPING_ACES: boolean;
  109203. CONTRAST: boolean;
  109204. COLORCURVES: boolean;
  109205. COLORGRADING: boolean;
  109206. COLORGRADING3D: boolean;
  109207. SAMPLER3DGREENDEPTH: boolean;
  109208. SAMPLER3DBGRMAP: boolean;
  109209. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109210. EXPOSURE: boolean;
  109211. MULTIVIEW: boolean;
  109212. USEPHYSICALLIGHTFALLOFF: boolean;
  109213. USEGLTFLIGHTFALLOFF: boolean;
  109214. TWOSIDEDLIGHTING: boolean;
  109215. SHADOWFLOAT: boolean;
  109216. CLIPPLANE: boolean;
  109217. CLIPPLANE2: boolean;
  109218. CLIPPLANE3: boolean;
  109219. CLIPPLANE4: boolean;
  109220. POINTSIZE: boolean;
  109221. FOG: boolean;
  109222. LOGARITHMICDEPTH: boolean;
  109223. FORCENORMALFORWARD: boolean;
  109224. SPECULARAA: boolean;
  109225. CLEARCOAT: boolean;
  109226. CLEARCOAT_DEFAULTIOR: boolean;
  109227. CLEARCOAT_TEXTURE: boolean;
  109228. CLEARCOAT_TEXTUREDIRECTUV: number;
  109229. CLEARCOAT_BUMP: boolean;
  109230. CLEARCOAT_BUMPDIRECTUV: number;
  109231. CLEARCOAT_TINT: boolean;
  109232. CLEARCOAT_TINT_TEXTURE: boolean;
  109233. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109234. ANISOTROPIC: boolean;
  109235. ANISOTROPIC_TEXTURE: boolean;
  109236. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109237. BRDF_V_HEIGHT_CORRELATED: boolean;
  109238. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109239. SHEEN: boolean;
  109240. SHEEN_TEXTURE: boolean;
  109241. SHEEN_TEXTUREDIRECTUV: number;
  109242. SHEEN_LINKWITHALBEDO: boolean;
  109243. SUBSURFACE: boolean;
  109244. SS_REFRACTION: boolean;
  109245. SS_TRANSLUCENCY: boolean;
  109246. SS_SCATERRING: boolean;
  109247. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109248. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109249. SS_REFRACTIONMAP_3D: boolean;
  109250. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109251. SS_LODINREFRACTIONALPHA: boolean;
  109252. SS_GAMMAREFRACTION: boolean;
  109253. SS_RGBDREFRACTION: boolean;
  109254. SS_LINEARSPECULARREFRACTION: boolean;
  109255. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109256. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109257. UNLIT: boolean;
  109258. DEBUGMODE: number;
  109259. /**
  109260. * Initializes the PBR Material defines.
  109261. */
  109262. constructor();
  109263. /**
  109264. * Resets the PBR Material defines.
  109265. */
  109266. reset(): void;
  109267. }
  109268. /**
  109269. * The Physically based material base class of BJS.
  109270. *
  109271. * This offers the main features of a standard PBR material.
  109272. * For more information, please refer to the documentation :
  109273. * https://doc.babylonjs.com/how_to/physically_based_rendering
  109274. */
  109275. export abstract class PBRBaseMaterial extends PushMaterial {
  109276. /**
  109277. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  109278. */
  109279. static readonly PBRMATERIAL_OPAQUE: number;
  109280. /**
  109281. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  109282. */
  109283. static readonly PBRMATERIAL_ALPHATEST: number;
  109284. /**
  109285. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109286. */
  109287. static readonly PBRMATERIAL_ALPHABLEND: number;
  109288. /**
  109289. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109290. * They are also discarded below the alpha cutoff threshold to improve performances.
  109291. */
  109292. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  109293. /**
  109294. * Defines the default value of how much AO map is occluding the analytical lights
  109295. * (point spot...).
  109296. */
  109297. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  109298. /**
  109299. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  109300. */
  109301. static readonly LIGHTFALLOFF_PHYSICAL: number;
  109302. /**
  109303. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  109304. * to enhance interoperability with other engines.
  109305. */
  109306. static readonly LIGHTFALLOFF_GLTF: number;
  109307. /**
  109308. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  109309. * to enhance interoperability with other materials.
  109310. */
  109311. static readonly LIGHTFALLOFF_STANDARD: number;
  109312. /**
  109313. * Intensity of the direct lights e.g. the four lights available in your scene.
  109314. * This impacts both the direct diffuse and specular highlights.
  109315. */
  109316. protected _directIntensity: number;
  109317. /**
  109318. * Intensity of the emissive part of the material.
  109319. * This helps controlling the emissive effect without modifying the emissive color.
  109320. */
  109321. protected _emissiveIntensity: number;
  109322. /**
  109323. * Intensity of the environment e.g. how much the environment will light the object
  109324. * either through harmonics for rough material or through the refelction for shiny ones.
  109325. */
  109326. protected _environmentIntensity: number;
  109327. /**
  109328. * This is a special control allowing the reduction of the specular highlights coming from the
  109329. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  109330. */
  109331. protected _specularIntensity: number;
  109332. /**
  109333. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  109334. */
  109335. private _lightingInfos;
  109336. /**
  109337. * Debug Control allowing disabling the bump map on this material.
  109338. */
  109339. protected _disableBumpMap: boolean;
  109340. /**
  109341. * AKA Diffuse Texture in standard nomenclature.
  109342. */
  109343. protected _albedoTexture: Nullable<BaseTexture>;
  109344. /**
  109345. * AKA Occlusion Texture in other nomenclature.
  109346. */
  109347. protected _ambientTexture: Nullable<BaseTexture>;
  109348. /**
  109349. * AKA Occlusion Texture Intensity in other nomenclature.
  109350. */
  109351. protected _ambientTextureStrength: number;
  109352. /**
  109353. * Defines how much the AO map is occluding the analytical lights (point spot...).
  109354. * 1 means it completely occludes it
  109355. * 0 mean it has no impact
  109356. */
  109357. protected _ambientTextureImpactOnAnalyticalLights: number;
  109358. /**
  109359. * Stores the alpha values in a texture.
  109360. */
  109361. protected _opacityTexture: Nullable<BaseTexture>;
  109362. /**
  109363. * Stores the reflection values in a texture.
  109364. */
  109365. protected _reflectionTexture: Nullable<BaseTexture>;
  109366. /**
  109367. * Stores the emissive values in a texture.
  109368. */
  109369. protected _emissiveTexture: Nullable<BaseTexture>;
  109370. /**
  109371. * AKA Specular texture in other nomenclature.
  109372. */
  109373. protected _reflectivityTexture: Nullable<BaseTexture>;
  109374. /**
  109375. * Used to switch from specular/glossiness to metallic/roughness workflow.
  109376. */
  109377. protected _metallicTexture: Nullable<BaseTexture>;
  109378. /**
  109379. * Specifies the metallic scalar of the metallic/roughness workflow.
  109380. * Can also be used to scale the metalness values of the metallic texture.
  109381. */
  109382. protected _metallic: Nullable<number>;
  109383. /**
  109384. * Specifies the roughness scalar of the metallic/roughness workflow.
  109385. * Can also be used to scale the roughness values of the metallic texture.
  109386. */
  109387. protected _roughness: Nullable<number>;
  109388. /**
  109389. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  109390. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  109391. */
  109392. protected _microSurfaceTexture: Nullable<BaseTexture>;
  109393. /**
  109394. * Stores surface normal data used to displace a mesh in a texture.
  109395. */
  109396. protected _bumpTexture: Nullable<BaseTexture>;
  109397. /**
  109398. * Stores the pre-calculated light information of a mesh in a texture.
  109399. */
  109400. protected _lightmapTexture: Nullable<BaseTexture>;
  109401. /**
  109402. * The color of a material in ambient lighting.
  109403. */
  109404. protected _ambientColor: Color3;
  109405. /**
  109406. * AKA Diffuse Color in other nomenclature.
  109407. */
  109408. protected _albedoColor: Color3;
  109409. /**
  109410. * AKA Specular Color in other nomenclature.
  109411. */
  109412. protected _reflectivityColor: Color3;
  109413. /**
  109414. * The color applied when light is reflected from a material.
  109415. */
  109416. protected _reflectionColor: Color3;
  109417. /**
  109418. * The color applied when light is emitted from a material.
  109419. */
  109420. protected _emissiveColor: Color3;
  109421. /**
  109422. * AKA Glossiness in other nomenclature.
  109423. */
  109424. protected _microSurface: number;
  109425. /**
  109426. * Specifies that the material will use the light map as a show map.
  109427. */
  109428. protected _useLightmapAsShadowmap: boolean;
  109429. /**
  109430. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  109431. * makes the reflect vector face the model (under horizon).
  109432. */
  109433. protected _useHorizonOcclusion: boolean;
  109434. /**
  109435. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  109436. * too much the area relying on ambient texture to define their ambient occlusion.
  109437. */
  109438. protected _useRadianceOcclusion: boolean;
  109439. /**
  109440. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  109441. */
  109442. protected _useAlphaFromAlbedoTexture: boolean;
  109443. /**
  109444. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  109445. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109446. */
  109447. protected _useSpecularOverAlpha: boolean;
  109448. /**
  109449. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  109450. */
  109451. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  109452. /**
  109453. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  109454. */
  109455. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  109456. /**
  109457. * Specifies if the metallic texture contains the roughness information in its green channel.
  109458. */
  109459. protected _useRoughnessFromMetallicTextureGreen: boolean;
  109460. /**
  109461. * Specifies if the metallic texture contains the metallness information in its blue channel.
  109462. */
  109463. protected _useMetallnessFromMetallicTextureBlue: boolean;
  109464. /**
  109465. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  109466. */
  109467. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  109468. /**
  109469. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  109470. */
  109471. protected _useAmbientInGrayScale: boolean;
  109472. /**
  109473. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  109474. * The material will try to infer what glossiness each pixel should be.
  109475. */
  109476. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  109477. /**
  109478. * Defines the falloff type used in this material.
  109479. * It by default is Physical.
  109480. */
  109481. protected _lightFalloff: number;
  109482. /**
  109483. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109484. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109485. */
  109486. protected _useRadianceOverAlpha: boolean;
  109487. /**
  109488. * Allows using an object space normal map (instead of tangent space).
  109489. */
  109490. protected _useObjectSpaceNormalMap: boolean;
  109491. /**
  109492. * Allows using the bump map in parallax mode.
  109493. */
  109494. protected _useParallax: boolean;
  109495. /**
  109496. * Allows using the bump map in parallax occlusion mode.
  109497. */
  109498. protected _useParallaxOcclusion: boolean;
  109499. /**
  109500. * Controls the scale bias of the parallax mode.
  109501. */
  109502. protected _parallaxScaleBias: number;
  109503. /**
  109504. * If sets to true, disables all the lights affecting the material.
  109505. */
  109506. protected _disableLighting: boolean;
  109507. /**
  109508. * Number of Simultaneous lights allowed on the material.
  109509. */
  109510. protected _maxSimultaneousLights: number;
  109511. /**
  109512. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109513. */
  109514. protected _invertNormalMapX: boolean;
  109515. /**
  109516. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109517. */
  109518. protected _invertNormalMapY: boolean;
  109519. /**
  109520. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109521. */
  109522. protected _twoSidedLighting: boolean;
  109523. /**
  109524. * Defines the alpha limits in alpha test mode.
  109525. */
  109526. protected _alphaCutOff: number;
  109527. /**
  109528. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  109529. */
  109530. protected _forceAlphaTest: boolean;
  109531. /**
  109532. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  109533. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  109534. */
  109535. protected _useAlphaFresnel: boolean;
  109536. /**
  109537. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  109538. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  109539. */
  109540. protected _useLinearAlphaFresnel: boolean;
  109541. /**
  109542. * The transparency mode of the material.
  109543. */
  109544. protected _transparencyMode: Nullable<number>;
  109545. /**
  109546. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  109547. * from cos thetav and roughness:
  109548. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  109549. */
  109550. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  109551. /**
  109552. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  109553. */
  109554. protected _forceIrradianceInFragment: boolean;
  109555. /**
  109556. * Force normal to face away from face.
  109557. */
  109558. protected _forceNormalForward: boolean;
  109559. /**
  109560. * Enables specular anti aliasing in the PBR shader.
  109561. * It will both interacts on the Geometry for analytical and IBL lighting.
  109562. * It also prefilter the roughness map based on the bump values.
  109563. */
  109564. protected _enableSpecularAntiAliasing: boolean;
  109565. /**
  109566. * Default configuration related to image processing available in the PBR Material.
  109567. */
  109568. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109569. /**
  109570. * Keep track of the image processing observer to allow dispose and replace.
  109571. */
  109572. private _imageProcessingObserver;
  109573. /**
  109574. * Attaches a new image processing configuration to the PBR Material.
  109575. * @param configuration
  109576. */
  109577. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109578. /**
  109579. * Stores the available render targets.
  109580. */
  109581. private _renderTargets;
  109582. /**
  109583. * Sets the global ambient color for the material used in lighting calculations.
  109584. */
  109585. private _globalAmbientColor;
  109586. /**
  109587. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  109588. */
  109589. private _useLogarithmicDepth;
  109590. /**
  109591. * If set to true, no lighting calculations will be applied.
  109592. */
  109593. private _unlit;
  109594. private _debugMode;
  109595. /**
  109596. * @hidden
  109597. * This is reserved for the inspector.
  109598. * Defines the material debug mode.
  109599. * It helps seeing only some components of the material while troubleshooting.
  109600. */
  109601. debugMode: number;
  109602. /**
  109603. * @hidden
  109604. * This is reserved for the inspector.
  109605. * Specify from where on screen the debug mode should start.
  109606. * The value goes from -1 (full screen) to 1 (not visible)
  109607. * It helps with side by side comparison against the final render
  109608. * This defaults to -1
  109609. */
  109610. private debugLimit;
  109611. /**
  109612. * @hidden
  109613. * This is reserved for the inspector.
  109614. * As the default viewing range might not be enough (if the ambient is really small for instance)
  109615. * You can use the factor to better multiply the final value.
  109616. */
  109617. private debugFactor;
  109618. /**
  109619. * Defines the clear coat layer parameters for the material.
  109620. */
  109621. readonly clearCoat: PBRClearCoatConfiguration;
  109622. /**
  109623. * Defines the anisotropic parameters for the material.
  109624. */
  109625. readonly anisotropy: PBRAnisotropicConfiguration;
  109626. /**
  109627. * Defines the BRDF parameters for the material.
  109628. */
  109629. readonly brdf: PBRBRDFConfiguration;
  109630. /**
  109631. * Defines the Sheen parameters for the material.
  109632. */
  109633. readonly sheen: PBRSheenConfiguration;
  109634. /**
  109635. * Defines the SubSurface parameters for the material.
  109636. */
  109637. readonly subSurface: PBRSubSurfaceConfiguration;
  109638. /**
  109639. * Custom callback helping to override the default shader used in the material.
  109640. */
  109641. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  109642. /**
  109643. * Instantiates a new PBRMaterial instance.
  109644. *
  109645. * @param name The material name
  109646. * @param scene The scene the material will be use in.
  109647. */
  109648. constructor(name: string, scene: Scene);
  109649. /**
  109650. * Gets a boolean indicating that current material needs to register RTT
  109651. */
  109652. readonly hasRenderTargetTextures: boolean;
  109653. /**
  109654. * Gets the name of the material class.
  109655. */
  109656. getClassName(): string;
  109657. /**
  109658. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  109659. */
  109660. /**
  109661. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  109662. */
  109663. useLogarithmicDepth: boolean;
  109664. /**
  109665. * Gets the current transparency mode.
  109666. */
  109667. /**
  109668. * Sets the transparency mode of the material.
  109669. *
  109670. * | Value | Type | Description |
  109671. * | ----- | ----------------------------------- | ----------- |
  109672. * | 0 | OPAQUE | |
  109673. * | 1 | ALPHATEST | |
  109674. * | 2 | ALPHABLEND | |
  109675. * | 3 | ALPHATESTANDBLEND | |
  109676. *
  109677. */
  109678. transparencyMode: Nullable<number>;
  109679. /**
  109680. * Returns true if alpha blending should be disabled.
  109681. */
  109682. private readonly _disableAlphaBlending;
  109683. /**
  109684. * Specifies whether or not this material should be rendered in alpha blend mode.
  109685. */
  109686. needAlphaBlending(): boolean;
  109687. /**
  109688. * Specifies if the mesh will require alpha blending.
  109689. * @param mesh - BJS mesh.
  109690. */
  109691. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  109692. /**
  109693. * Specifies whether or not this material should be rendered in alpha test mode.
  109694. */
  109695. needAlphaTesting(): boolean;
  109696. /**
  109697. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  109698. */
  109699. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  109700. /**
  109701. * Gets the texture used for the alpha test.
  109702. */
  109703. getAlphaTestTexture(): Nullable<BaseTexture>;
  109704. /**
  109705. * Specifies that the submesh is ready to be used.
  109706. * @param mesh - BJS mesh.
  109707. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  109708. * @param useInstances - Specifies that instances should be used.
  109709. * @returns - boolean indicating that the submesh is ready or not.
  109710. */
  109711. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109712. /**
  109713. * Specifies if the material uses metallic roughness workflow.
  109714. * @returns boolean specifiying if the material uses metallic roughness workflow.
  109715. */
  109716. isMetallicWorkflow(): boolean;
  109717. private _prepareEffect;
  109718. private _prepareDefines;
  109719. /**
  109720. * Force shader compilation
  109721. */
  109722. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  109723. clipPlane: boolean;
  109724. }>): void;
  109725. /**
  109726. * Initializes the uniform buffer layout for the shader.
  109727. */
  109728. buildUniformLayout(): void;
  109729. /**
  109730. * Unbinds the material from the mesh
  109731. */
  109732. unbind(): void;
  109733. /**
  109734. * Binds the submesh data.
  109735. * @param world - The world matrix.
  109736. * @param mesh - The BJS mesh.
  109737. * @param subMesh - A submesh of the BJS mesh.
  109738. */
  109739. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109740. /**
  109741. * Returns the animatable textures.
  109742. * @returns - Array of animatable textures.
  109743. */
  109744. getAnimatables(): IAnimatable[];
  109745. /**
  109746. * Returns the texture used for reflections.
  109747. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  109748. */
  109749. private _getReflectionTexture;
  109750. /**
  109751. * Returns an array of the actively used textures.
  109752. * @returns - Array of BaseTextures
  109753. */
  109754. getActiveTextures(): BaseTexture[];
  109755. /**
  109756. * Checks to see if a texture is used in the material.
  109757. * @param texture - Base texture to use.
  109758. * @returns - Boolean specifying if a texture is used in the material.
  109759. */
  109760. hasTexture(texture: BaseTexture): boolean;
  109761. /**
  109762. * Disposes the resources of the material.
  109763. * @param forceDisposeEffect - Forces the disposal of effects.
  109764. * @param forceDisposeTextures - Forces the disposal of all textures.
  109765. */
  109766. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109767. }
  109768. }
  109769. declare module BABYLON {
  109770. /**
  109771. * The Physically based material of BJS.
  109772. *
  109773. * This offers the main features of a standard PBR material.
  109774. * For more information, please refer to the documentation :
  109775. * https://doc.babylonjs.com/how_to/physically_based_rendering
  109776. */
  109777. export class PBRMaterial extends PBRBaseMaterial {
  109778. /**
  109779. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  109780. */
  109781. static readonly PBRMATERIAL_OPAQUE: number;
  109782. /**
  109783. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  109784. */
  109785. static readonly PBRMATERIAL_ALPHATEST: number;
  109786. /**
  109787. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109788. */
  109789. static readonly PBRMATERIAL_ALPHABLEND: number;
  109790. /**
  109791. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109792. * They are also discarded below the alpha cutoff threshold to improve performances.
  109793. */
  109794. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  109795. /**
  109796. * Defines the default value of how much AO map is occluding the analytical lights
  109797. * (point spot...).
  109798. */
  109799. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  109800. /**
  109801. * Intensity of the direct lights e.g. the four lights available in your scene.
  109802. * This impacts both the direct diffuse and specular highlights.
  109803. */
  109804. directIntensity: number;
  109805. /**
  109806. * Intensity of the emissive part of the material.
  109807. * This helps controlling the emissive effect without modifying the emissive color.
  109808. */
  109809. emissiveIntensity: number;
  109810. /**
  109811. * Intensity of the environment e.g. how much the environment will light the object
  109812. * either through harmonics for rough material or through the refelction for shiny ones.
  109813. */
  109814. environmentIntensity: number;
  109815. /**
  109816. * This is a special control allowing the reduction of the specular highlights coming from the
  109817. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  109818. */
  109819. specularIntensity: number;
  109820. /**
  109821. * Debug Control allowing disabling the bump map on this material.
  109822. */
  109823. disableBumpMap: boolean;
  109824. /**
  109825. * AKA Diffuse Texture in standard nomenclature.
  109826. */
  109827. albedoTexture: BaseTexture;
  109828. /**
  109829. * AKA Occlusion Texture in other nomenclature.
  109830. */
  109831. ambientTexture: BaseTexture;
  109832. /**
  109833. * AKA Occlusion Texture Intensity in other nomenclature.
  109834. */
  109835. ambientTextureStrength: number;
  109836. /**
  109837. * Defines how much the AO map is occluding the analytical lights (point spot...).
  109838. * 1 means it completely occludes it
  109839. * 0 mean it has no impact
  109840. */
  109841. ambientTextureImpactOnAnalyticalLights: number;
  109842. /**
  109843. * Stores the alpha values in a texture.
  109844. */
  109845. opacityTexture: BaseTexture;
  109846. /**
  109847. * Stores the reflection values in a texture.
  109848. */
  109849. reflectionTexture: Nullable<BaseTexture>;
  109850. /**
  109851. * Stores the emissive values in a texture.
  109852. */
  109853. emissiveTexture: BaseTexture;
  109854. /**
  109855. * AKA Specular texture in other nomenclature.
  109856. */
  109857. reflectivityTexture: BaseTexture;
  109858. /**
  109859. * Used to switch from specular/glossiness to metallic/roughness workflow.
  109860. */
  109861. metallicTexture: BaseTexture;
  109862. /**
  109863. * Specifies the metallic scalar of the metallic/roughness workflow.
  109864. * Can also be used to scale the metalness values of the metallic texture.
  109865. */
  109866. metallic: Nullable<number>;
  109867. /**
  109868. * Specifies the roughness scalar of the metallic/roughness workflow.
  109869. * Can also be used to scale the roughness values of the metallic texture.
  109870. */
  109871. roughness: Nullable<number>;
  109872. /**
  109873. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  109874. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  109875. */
  109876. microSurfaceTexture: BaseTexture;
  109877. /**
  109878. * Stores surface normal data used to displace a mesh in a texture.
  109879. */
  109880. bumpTexture: BaseTexture;
  109881. /**
  109882. * Stores the pre-calculated light information of a mesh in a texture.
  109883. */
  109884. lightmapTexture: BaseTexture;
  109885. /**
  109886. * Stores the refracted light information in a texture.
  109887. */
  109888. refractionTexture: Nullable<BaseTexture>;
  109889. /**
  109890. * The color of a material in ambient lighting.
  109891. */
  109892. ambientColor: Color3;
  109893. /**
  109894. * AKA Diffuse Color in other nomenclature.
  109895. */
  109896. albedoColor: Color3;
  109897. /**
  109898. * AKA Specular Color in other nomenclature.
  109899. */
  109900. reflectivityColor: Color3;
  109901. /**
  109902. * The color reflected from the material.
  109903. */
  109904. reflectionColor: Color3;
  109905. /**
  109906. * The color emitted from the material.
  109907. */
  109908. emissiveColor: Color3;
  109909. /**
  109910. * AKA Glossiness in other nomenclature.
  109911. */
  109912. microSurface: number;
  109913. /**
  109914. * source material index of refraction (IOR)' / 'destination material IOR.
  109915. */
  109916. indexOfRefraction: number;
  109917. /**
  109918. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109919. */
  109920. invertRefractionY: boolean;
  109921. /**
  109922. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109923. * Materials half opaque for instance using refraction could benefit from this control.
  109924. */
  109925. linkRefractionWithTransparency: boolean;
  109926. /**
  109927. * If true, the light map contains occlusion information instead of lighting info.
  109928. */
  109929. useLightmapAsShadowmap: boolean;
  109930. /**
  109931. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  109932. */
  109933. useAlphaFromAlbedoTexture: boolean;
  109934. /**
  109935. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  109936. */
  109937. forceAlphaTest: boolean;
  109938. /**
  109939. * Defines the alpha limits in alpha test mode.
  109940. */
  109941. alphaCutOff: number;
  109942. /**
  109943. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109944. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109945. */
  109946. useSpecularOverAlpha: boolean;
  109947. /**
  109948. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  109949. */
  109950. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  109951. /**
  109952. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  109953. */
  109954. useRoughnessFromMetallicTextureAlpha: boolean;
  109955. /**
  109956. * Specifies if the metallic texture contains the roughness information in its green channel.
  109957. */
  109958. useRoughnessFromMetallicTextureGreen: boolean;
  109959. /**
  109960. * Specifies if the metallic texture contains the metallness information in its blue channel.
  109961. */
  109962. useMetallnessFromMetallicTextureBlue: boolean;
  109963. /**
  109964. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  109965. */
  109966. useAmbientOcclusionFromMetallicTextureRed: boolean;
  109967. /**
  109968. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  109969. */
  109970. useAmbientInGrayScale: boolean;
  109971. /**
  109972. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  109973. * The material will try to infer what glossiness each pixel should be.
  109974. */
  109975. useAutoMicroSurfaceFromReflectivityMap: boolean;
  109976. /**
  109977. * BJS is using an harcoded light falloff based on a manually sets up range.
  109978. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  109979. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  109980. */
  109981. /**
  109982. * BJS is using an harcoded light falloff based on a manually sets up range.
  109983. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  109984. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  109985. */
  109986. usePhysicalLightFalloff: boolean;
  109987. /**
  109988. * In order to support the falloff compatibility with gltf, a special mode has been added
  109989. * to reproduce the gltf light falloff.
  109990. */
  109991. /**
  109992. * In order to support the falloff compatibility with gltf, a special mode has been added
  109993. * to reproduce the gltf light falloff.
  109994. */
  109995. useGLTFLightFalloff: boolean;
  109996. /**
  109997. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109998. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109999. */
  110000. useRadianceOverAlpha: boolean;
  110001. /**
  110002. * Allows using an object space normal map (instead of tangent space).
  110003. */
  110004. useObjectSpaceNormalMap: boolean;
  110005. /**
  110006. * Allows using the bump map in parallax mode.
  110007. */
  110008. useParallax: boolean;
  110009. /**
  110010. * Allows using the bump map in parallax occlusion mode.
  110011. */
  110012. useParallaxOcclusion: boolean;
  110013. /**
  110014. * Controls the scale bias of the parallax mode.
  110015. */
  110016. parallaxScaleBias: number;
  110017. /**
  110018. * If sets to true, disables all the lights affecting the material.
  110019. */
  110020. disableLighting: boolean;
  110021. /**
  110022. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110023. */
  110024. forceIrradianceInFragment: boolean;
  110025. /**
  110026. * Number of Simultaneous lights allowed on the material.
  110027. */
  110028. maxSimultaneousLights: number;
  110029. /**
  110030. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110031. */
  110032. invertNormalMapX: boolean;
  110033. /**
  110034. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110035. */
  110036. invertNormalMapY: boolean;
  110037. /**
  110038. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110039. */
  110040. twoSidedLighting: boolean;
  110041. /**
  110042. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110043. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110044. */
  110045. useAlphaFresnel: boolean;
  110046. /**
  110047. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110048. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110049. */
  110050. useLinearAlphaFresnel: boolean;
  110051. /**
  110052. * Let user defines the brdf lookup texture used for IBL.
  110053. * A default 8bit version is embedded but you could point at :
  110054. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110055. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110056. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110057. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110058. */
  110059. environmentBRDFTexture: Nullable<BaseTexture>;
  110060. /**
  110061. * Force normal to face away from face.
  110062. */
  110063. forceNormalForward: boolean;
  110064. /**
  110065. * Enables specular anti aliasing in the PBR shader.
  110066. * It will both interacts on the Geometry for analytical and IBL lighting.
  110067. * It also prefilter the roughness map based on the bump values.
  110068. */
  110069. enableSpecularAntiAliasing: boolean;
  110070. /**
  110071. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110072. * makes the reflect vector face the model (under horizon).
  110073. */
  110074. useHorizonOcclusion: boolean;
  110075. /**
  110076. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110077. * too much the area relying on ambient texture to define their ambient occlusion.
  110078. */
  110079. useRadianceOcclusion: boolean;
  110080. /**
  110081. * If set to true, no lighting calculations will be applied.
  110082. */
  110083. unlit: boolean;
  110084. /**
  110085. * Gets the image processing configuration used either in this material.
  110086. */
  110087. /**
  110088. * Sets the Default image processing configuration used either in the this material.
  110089. *
  110090. * If sets to null, the scene one is in use.
  110091. */
  110092. imageProcessingConfiguration: ImageProcessingConfiguration;
  110093. /**
  110094. * Gets wether the color curves effect is enabled.
  110095. */
  110096. /**
  110097. * Sets wether the color curves effect is enabled.
  110098. */
  110099. cameraColorCurvesEnabled: boolean;
  110100. /**
  110101. * Gets wether the color grading effect is enabled.
  110102. */
  110103. /**
  110104. * Gets wether the color grading effect is enabled.
  110105. */
  110106. cameraColorGradingEnabled: boolean;
  110107. /**
  110108. * Gets wether tonemapping is enabled or not.
  110109. */
  110110. /**
  110111. * Sets wether tonemapping is enabled or not
  110112. */
  110113. cameraToneMappingEnabled: boolean;
  110114. /**
  110115. * The camera exposure used on this material.
  110116. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110117. * This corresponds to a photographic exposure.
  110118. */
  110119. /**
  110120. * The camera exposure used on this material.
  110121. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110122. * This corresponds to a photographic exposure.
  110123. */
  110124. cameraExposure: number;
  110125. /**
  110126. * Gets The camera contrast used on this material.
  110127. */
  110128. /**
  110129. * Sets The camera contrast used on this material.
  110130. */
  110131. cameraContrast: number;
  110132. /**
  110133. * Gets the Color Grading 2D Lookup Texture.
  110134. */
  110135. /**
  110136. * Sets the Color Grading 2D Lookup Texture.
  110137. */
  110138. cameraColorGradingTexture: Nullable<BaseTexture>;
  110139. /**
  110140. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110141. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110142. * 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;
  110143. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110144. */
  110145. /**
  110146. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110147. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110148. * 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;
  110149. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110150. */
  110151. cameraColorCurves: Nullable<ColorCurves>;
  110152. /**
  110153. * Instantiates a new PBRMaterial instance.
  110154. *
  110155. * @param name The material name
  110156. * @param scene The scene the material will be use in.
  110157. */
  110158. constructor(name: string, scene: Scene);
  110159. /**
  110160. * Returns the name of this material class.
  110161. */
  110162. getClassName(): string;
  110163. /**
  110164. * Makes a duplicate of the current material.
  110165. * @param name - name to use for the new material.
  110166. */
  110167. clone(name: string): PBRMaterial;
  110168. /**
  110169. * Serializes this PBR Material.
  110170. * @returns - An object with the serialized material.
  110171. */
  110172. serialize(): any;
  110173. /**
  110174. * Parses a PBR Material from a serialized object.
  110175. * @param source - Serialized object.
  110176. * @param scene - BJS scene instance.
  110177. * @param rootUrl - url for the scene object
  110178. * @returns - PBRMaterial
  110179. */
  110180. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  110181. }
  110182. }
  110183. declare module BABYLON {
  110184. /**
  110185. * Direct draw surface info
  110186. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  110187. */
  110188. export interface DDSInfo {
  110189. /**
  110190. * Width of the texture
  110191. */
  110192. width: number;
  110193. /**
  110194. * Width of the texture
  110195. */
  110196. height: number;
  110197. /**
  110198. * Number of Mipmaps for the texture
  110199. * @see https://en.wikipedia.org/wiki/Mipmap
  110200. */
  110201. mipmapCount: number;
  110202. /**
  110203. * If the textures format is a known fourCC format
  110204. * @see https://www.fourcc.org/
  110205. */
  110206. isFourCC: boolean;
  110207. /**
  110208. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  110209. */
  110210. isRGB: boolean;
  110211. /**
  110212. * If the texture is a lumincance format
  110213. */
  110214. isLuminance: boolean;
  110215. /**
  110216. * If this is a cube texture
  110217. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  110218. */
  110219. isCube: boolean;
  110220. /**
  110221. * If the texture is a compressed format eg. FOURCC_DXT1
  110222. */
  110223. isCompressed: boolean;
  110224. /**
  110225. * The dxgiFormat of the texture
  110226. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  110227. */
  110228. dxgiFormat: number;
  110229. /**
  110230. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  110231. */
  110232. textureType: number;
  110233. /**
  110234. * Sphericle polynomial created for the dds texture
  110235. */
  110236. sphericalPolynomial?: SphericalPolynomial;
  110237. }
  110238. /**
  110239. * Class used to provide DDS decompression tools
  110240. */
  110241. export class DDSTools {
  110242. /**
  110243. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  110244. */
  110245. static StoreLODInAlphaChannel: boolean;
  110246. /**
  110247. * Gets DDS information from an array buffer
  110248. * @param arrayBuffer defines the array buffer to read data from
  110249. * @returns the DDS information
  110250. */
  110251. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  110252. private static _FloatView;
  110253. private static _Int32View;
  110254. private static _ToHalfFloat;
  110255. private static _FromHalfFloat;
  110256. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  110257. private static _GetHalfFloatRGBAArrayBuffer;
  110258. private static _GetFloatRGBAArrayBuffer;
  110259. private static _GetFloatAsUIntRGBAArrayBuffer;
  110260. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  110261. private static _GetRGBAArrayBuffer;
  110262. private static _ExtractLongWordOrder;
  110263. private static _GetRGBArrayBuffer;
  110264. private static _GetLuminanceArrayBuffer;
  110265. /**
  110266. * Uploads DDS Levels to a Babylon Texture
  110267. * @hidden
  110268. */
  110269. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  110270. }
  110271. interface Engine {
  110272. /**
  110273. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  110274. * @param rootUrl defines the url where the file to load is located
  110275. * @param scene defines the current scene
  110276. * @param lodScale defines scale to apply to the mip map selection
  110277. * @param lodOffset defines offset to apply to the mip map selection
  110278. * @param onLoad defines an optional callback raised when the texture is loaded
  110279. * @param onError defines an optional callback raised if there is an issue to load the texture
  110280. * @param format defines the format of the data
  110281. * @param forcedExtension defines the extension to use to pick the right loader
  110282. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  110283. * @returns the cube texture as an InternalTexture
  110284. */
  110285. 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;
  110286. }
  110287. }
  110288. declare module BABYLON {
  110289. /**
  110290. * Implementation of the DDS Texture Loader.
  110291. * @hidden
  110292. */
  110293. export class _DDSTextureLoader implements IInternalTextureLoader {
  110294. /**
  110295. * Defines wether the loader supports cascade loading the different faces.
  110296. */
  110297. readonly supportCascades: boolean;
  110298. /**
  110299. * This returns if the loader support the current file information.
  110300. * @param extension defines the file extension of the file being loaded
  110301. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110302. * @param fallback defines the fallback internal texture if any
  110303. * @param isBase64 defines whether the texture is encoded as a base64
  110304. * @param isBuffer defines whether the texture data are stored as a buffer
  110305. * @returns true if the loader can load the specified file
  110306. */
  110307. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110308. /**
  110309. * Transform the url before loading if required.
  110310. * @param rootUrl the url of the texture
  110311. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110312. * @returns the transformed texture
  110313. */
  110314. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110315. /**
  110316. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110317. * @param rootUrl the url of the texture
  110318. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110319. * @returns the fallback texture
  110320. */
  110321. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110322. /**
  110323. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110324. * @param data contains the texture data
  110325. * @param texture defines the BabylonJS internal texture
  110326. * @param createPolynomials will be true if polynomials have been requested
  110327. * @param onLoad defines the callback to trigger once the texture is ready
  110328. * @param onError defines the callback to trigger in case of error
  110329. */
  110330. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110331. /**
  110332. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110333. * @param data contains the texture data
  110334. * @param texture defines the BabylonJS internal texture
  110335. * @param callback defines the method to call once ready to upload
  110336. */
  110337. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110338. }
  110339. }
  110340. declare module BABYLON {
  110341. /** @hidden */
  110342. export var rgbdEncodePixelShader: {
  110343. name: string;
  110344. shader: string;
  110345. };
  110346. }
  110347. declare module BABYLON {
  110348. /**
  110349. * Raw texture data and descriptor sufficient for WebGL texture upload
  110350. */
  110351. export interface EnvironmentTextureInfo {
  110352. /**
  110353. * Version of the environment map
  110354. */
  110355. version: number;
  110356. /**
  110357. * Width of image
  110358. */
  110359. width: number;
  110360. /**
  110361. * Irradiance information stored in the file.
  110362. */
  110363. irradiance: any;
  110364. /**
  110365. * Specular information stored in the file.
  110366. */
  110367. specular: any;
  110368. }
  110369. /**
  110370. * Sets of helpers addressing the serialization and deserialization of environment texture
  110371. * stored in a BabylonJS env file.
  110372. * Those files are usually stored as .env files.
  110373. */
  110374. export class EnvironmentTextureTools {
  110375. /**
  110376. * Magic number identifying the env file.
  110377. */
  110378. private static _MagicBytes;
  110379. /**
  110380. * Gets the environment info from an env file.
  110381. * @param data The array buffer containing the .env bytes.
  110382. * @returns the environment file info (the json header) if successfully parsed.
  110383. */
  110384. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  110385. /**
  110386. * Creates an environment texture from a loaded cube texture.
  110387. * @param texture defines the cube texture to convert in env file
  110388. * @return a promise containing the environment data if succesfull.
  110389. */
  110390. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  110391. /**
  110392. * Creates a JSON representation of the spherical data.
  110393. * @param texture defines the texture containing the polynomials
  110394. * @return the JSON representation of the spherical info
  110395. */
  110396. private static _CreateEnvTextureIrradiance;
  110397. /**
  110398. * Uploads the texture info contained in the env file to the GPU.
  110399. * @param texture defines the internal texture to upload to
  110400. * @param arrayBuffer defines the buffer cotaining the data to load
  110401. * @param info defines the texture info retrieved through the GetEnvInfo method
  110402. * @returns a promise
  110403. */
  110404. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  110405. /**
  110406. * Uploads the levels of image data to the GPU.
  110407. * @param texture defines the internal texture to upload to
  110408. * @param imageData defines the array buffer views of image data [mipmap][face]
  110409. * @returns a promise
  110410. */
  110411. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  110412. /**
  110413. * Uploads spherical polynomials information to the texture.
  110414. * @param texture defines the texture we are trying to upload the information to
  110415. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  110416. */
  110417. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  110418. /** @hidden */
  110419. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  110420. }
  110421. }
  110422. declare module BABYLON {
  110423. /**
  110424. * Implementation of the ENV Texture Loader.
  110425. * @hidden
  110426. */
  110427. export class _ENVTextureLoader implements IInternalTextureLoader {
  110428. /**
  110429. * Defines wether the loader supports cascade loading the different faces.
  110430. */
  110431. readonly supportCascades: boolean;
  110432. /**
  110433. * This returns if the loader support the current file information.
  110434. * @param extension defines the file extension of the file being loaded
  110435. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110436. * @param fallback defines the fallback internal texture if any
  110437. * @param isBase64 defines whether the texture is encoded as a base64
  110438. * @param isBuffer defines whether the texture data are stored as a buffer
  110439. * @returns true if the loader can load the specified file
  110440. */
  110441. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110442. /**
  110443. * Transform the url before loading if required.
  110444. * @param rootUrl the url of the texture
  110445. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110446. * @returns the transformed texture
  110447. */
  110448. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110449. /**
  110450. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110451. * @param rootUrl the url of the texture
  110452. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110453. * @returns the fallback texture
  110454. */
  110455. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110456. /**
  110457. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110458. * @param data contains the texture data
  110459. * @param texture defines the BabylonJS internal texture
  110460. * @param createPolynomials will be true if polynomials have been requested
  110461. * @param onLoad defines the callback to trigger once the texture is ready
  110462. * @param onError defines the callback to trigger in case of error
  110463. */
  110464. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110465. /**
  110466. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110467. * @param data contains the texture data
  110468. * @param texture defines the BabylonJS internal texture
  110469. * @param callback defines the method to call once ready to upload
  110470. */
  110471. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110472. }
  110473. }
  110474. declare module BABYLON {
  110475. /**
  110476. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  110477. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  110478. */
  110479. export class KhronosTextureContainer {
  110480. /** contents of the KTX container file */
  110481. arrayBuffer: any;
  110482. private static HEADER_LEN;
  110483. private static COMPRESSED_2D;
  110484. private static COMPRESSED_3D;
  110485. private static TEX_2D;
  110486. private static TEX_3D;
  110487. /**
  110488. * Gets the openGL type
  110489. */
  110490. glType: number;
  110491. /**
  110492. * Gets the openGL type size
  110493. */
  110494. glTypeSize: number;
  110495. /**
  110496. * Gets the openGL format
  110497. */
  110498. glFormat: number;
  110499. /**
  110500. * Gets the openGL internal format
  110501. */
  110502. glInternalFormat: number;
  110503. /**
  110504. * Gets the base internal format
  110505. */
  110506. glBaseInternalFormat: number;
  110507. /**
  110508. * Gets image width in pixel
  110509. */
  110510. pixelWidth: number;
  110511. /**
  110512. * Gets image height in pixel
  110513. */
  110514. pixelHeight: number;
  110515. /**
  110516. * Gets image depth in pixels
  110517. */
  110518. pixelDepth: number;
  110519. /**
  110520. * Gets the number of array elements
  110521. */
  110522. numberOfArrayElements: number;
  110523. /**
  110524. * Gets the number of faces
  110525. */
  110526. numberOfFaces: number;
  110527. /**
  110528. * Gets the number of mipmap levels
  110529. */
  110530. numberOfMipmapLevels: number;
  110531. /**
  110532. * Gets the bytes of key value data
  110533. */
  110534. bytesOfKeyValueData: number;
  110535. /**
  110536. * Gets the load type
  110537. */
  110538. loadType: number;
  110539. /**
  110540. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  110541. */
  110542. isInvalid: boolean;
  110543. /**
  110544. * Creates a new KhronosTextureContainer
  110545. * @param arrayBuffer contents of the KTX container file
  110546. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  110547. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  110548. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  110549. */
  110550. constructor(
  110551. /** contents of the KTX container file */
  110552. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  110553. /**
  110554. * Uploads KTX content to a Babylon Texture.
  110555. * It is assumed that the texture has already been created & is currently bound
  110556. * @hidden
  110557. */
  110558. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  110559. private _upload2DCompressedLevels;
  110560. }
  110561. }
  110562. declare module BABYLON {
  110563. /**
  110564. * Implementation of the KTX Texture Loader.
  110565. * @hidden
  110566. */
  110567. export class _KTXTextureLoader implements IInternalTextureLoader {
  110568. /**
  110569. * Defines wether the loader supports cascade loading the different faces.
  110570. */
  110571. readonly supportCascades: boolean;
  110572. /**
  110573. * This returns if the loader support the current file information.
  110574. * @param extension defines the file extension of the file being loaded
  110575. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110576. * @param fallback defines the fallback internal texture if any
  110577. * @param isBase64 defines whether the texture is encoded as a base64
  110578. * @param isBuffer defines whether the texture data are stored as a buffer
  110579. * @returns true if the loader can load the specified file
  110580. */
  110581. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110582. /**
  110583. * Transform the url before loading if required.
  110584. * @param rootUrl the url of the texture
  110585. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110586. * @returns the transformed texture
  110587. */
  110588. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110589. /**
  110590. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110591. * @param rootUrl the url of the texture
  110592. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110593. * @returns the fallback texture
  110594. */
  110595. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110596. /**
  110597. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110598. * @param data contains the texture data
  110599. * @param texture defines the BabylonJS internal texture
  110600. * @param createPolynomials will be true if polynomials have been requested
  110601. * @param onLoad defines the callback to trigger once the texture is ready
  110602. * @param onError defines the callback to trigger in case of error
  110603. */
  110604. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110605. /**
  110606. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110607. * @param data contains the texture data
  110608. * @param texture defines the BabylonJS internal texture
  110609. * @param callback defines the method to call once ready to upload
  110610. */
  110611. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  110612. }
  110613. }
  110614. declare module BABYLON {
  110615. /**
  110616. * Options for the default xr helper
  110617. */
  110618. export class WebXRDefaultExperienceOptions {
  110619. /**
  110620. * Floor meshes that should be used for teleporting
  110621. */
  110622. floorMeshes: Array<AbstractMesh>;
  110623. }
  110624. /**
  110625. * Default experience which provides a similar setup to the previous webVRExperience
  110626. */
  110627. export class WebXRDefaultExperience {
  110628. /**
  110629. * Base experience
  110630. */
  110631. baseExperience: WebXRExperienceHelper;
  110632. /**
  110633. * Input experience extension
  110634. */
  110635. input: WebXRInput;
  110636. /**
  110637. * Loads the controller models
  110638. */
  110639. controllerModelLoader: WebXRControllerModelLoader;
  110640. /**
  110641. * Enables laser pointer and selection
  110642. */
  110643. pointerSelection: WebXRControllerPointerSelection;
  110644. /**
  110645. * Enables teleportation
  110646. */
  110647. teleportation: WebXRControllerTeleportation;
  110648. /**
  110649. * Enables ui for enetering/exiting xr
  110650. */
  110651. enterExitUI: WebXREnterExitUI;
  110652. /**
  110653. * Default output canvas xr should render to
  110654. */
  110655. outputCanvas: WebXRManagedOutputCanvas;
  110656. /**
  110657. * Creates the default xr experience
  110658. * @param scene scene
  110659. * @param options options for basic configuration
  110660. * @returns resulting WebXRDefaultExperience
  110661. */
  110662. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  110663. private constructor();
  110664. /**
  110665. * DIsposes of the experience helper
  110666. */
  110667. dispose(): void;
  110668. }
  110669. }
  110670. declare module BABYLON {
  110671. /** @hidden */
  110672. export var _forceSceneHelpersToBundle: boolean;
  110673. interface Scene {
  110674. /**
  110675. * Creates a default light for the scene.
  110676. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  110677. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  110678. */
  110679. createDefaultLight(replace?: boolean): void;
  110680. /**
  110681. * Creates a default camera for the scene.
  110682. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  110683. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  110684. * @param replace has default false, when true replaces the active camera in the scene
  110685. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  110686. */
  110687. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  110688. /**
  110689. * Creates a default camera and a default light.
  110690. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  110691. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  110692. * @param replace has the default false, when true replaces the active camera/light in the scene
  110693. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  110694. */
  110695. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  110696. /**
  110697. * Creates a new sky box
  110698. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  110699. * @param environmentTexture defines the texture to use as environment texture
  110700. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  110701. * @param scale defines the overall scale of the skybox
  110702. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  110703. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  110704. * @returns a new mesh holding the sky box
  110705. */
  110706. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  110707. /**
  110708. * Creates a new environment
  110709. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  110710. * @param options defines the options you can use to configure the environment
  110711. * @returns the new EnvironmentHelper
  110712. */
  110713. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  110714. /**
  110715. * Creates a new VREXperienceHelper
  110716. * @see http://doc.babylonjs.com/how_to/webvr_helper
  110717. * @param webVROptions defines the options used to create the new VREXperienceHelper
  110718. * @returns a new VREXperienceHelper
  110719. */
  110720. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  110721. /**
  110722. * Creates a new WebXRDefaultExperience
  110723. * @see http://doc.babylonjs.com/how_to/webxr
  110724. * @param options experience options
  110725. * @returns a promise for a new WebXRDefaultExperience
  110726. */
  110727. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  110728. }
  110729. }
  110730. declare module BABYLON {
  110731. /**
  110732. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  110733. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  110734. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  110735. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  110736. */
  110737. export class VideoDome extends TransformNode {
  110738. /**
  110739. * Define the video source as a Monoscopic panoramic 360 video.
  110740. */
  110741. static readonly MODE_MONOSCOPIC: number;
  110742. /**
  110743. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  110744. */
  110745. static readonly MODE_TOPBOTTOM: number;
  110746. /**
  110747. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  110748. */
  110749. static readonly MODE_SIDEBYSIDE: number;
  110750. private _useDirectMapping;
  110751. /**
  110752. * The video texture being displayed on the sphere
  110753. */
  110754. protected _videoTexture: VideoTexture;
  110755. /**
  110756. * Gets the video texture being displayed on the sphere
  110757. */
  110758. readonly videoTexture: VideoTexture;
  110759. /**
  110760. * The skybox material
  110761. */
  110762. protected _material: BackgroundMaterial;
  110763. /**
  110764. * The surface used for the skybox
  110765. */
  110766. protected _mesh: Mesh;
  110767. /**
  110768. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110769. * Also see the options.resolution property.
  110770. */
  110771. fovMultiplier: number;
  110772. private _videoMode;
  110773. /**
  110774. * Gets or set the current video mode for the video. It can be:
  110775. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  110776. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  110777. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  110778. */
  110779. videoMode: number;
  110780. /**
  110781. * Oberserver used in Stereoscopic VR Mode.
  110782. */
  110783. private _onBeforeCameraRenderObserver;
  110784. /**
  110785. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  110786. * @param name Element's name, child elements will append suffixes for their own names.
  110787. * @param urlsOrVideo defines the url(s) or the video element to use
  110788. * @param options An object containing optional or exposed sub element properties
  110789. */
  110790. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  110791. resolution?: number;
  110792. clickToPlay?: boolean;
  110793. autoPlay?: boolean;
  110794. loop?: boolean;
  110795. size?: number;
  110796. poster?: string;
  110797. faceForward?: boolean;
  110798. useDirectMapping?: boolean;
  110799. }, scene: Scene);
  110800. private _changeVideoMode;
  110801. /**
  110802. * Releases resources associated with this node.
  110803. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  110804. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  110805. */
  110806. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  110807. }
  110808. }
  110809. declare module BABYLON {
  110810. /**
  110811. * This class can be used to get instrumentation data from a Babylon engine
  110812. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  110813. */
  110814. export class EngineInstrumentation implements IDisposable {
  110815. /**
  110816. * Define the instrumented engine.
  110817. */
  110818. engine: Engine;
  110819. private _captureGPUFrameTime;
  110820. private _gpuFrameTimeToken;
  110821. private _gpuFrameTime;
  110822. private _captureShaderCompilationTime;
  110823. private _shaderCompilationTime;
  110824. private _onBeginFrameObserver;
  110825. private _onEndFrameObserver;
  110826. private _onBeforeShaderCompilationObserver;
  110827. private _onAfterShaderCompilationObserver;
  110828. /**
  110829. * Gets the perf counter used for GPU frame time
  110830. */
  110831. readonly gpuFrameTimeCounter: PerfCounter;
  110832. /**
  110833. * Gets the GPU frame time capture status
  110834. */
  110835. /**
  110836. * Enable or disable the GPU frame time capture
  110837. */
  110838. captureGPUFrameTime: boolean;
  110839. /**
  110840. * Gets the perf counter used for shader compilation time
  110841. */
  110842. readonly shaderCompilationTimeCounter: PerfCounter;
  110843. /**
  110844. * Gets the shader compilation time capture status
  110845. */
  110846. /**
  110847. * Enable or disable the shader compilation time capture
  110848. */
  110849. captureShaderCompilationTime: boolean;
  110850. /**
  110851. * Instantiates a new engine instrumentation.
  110852. * This class can be used to get instrumentation data from a Babylon engine
  110853. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  110854. * @param engine Defines the engine to instrument
  110855. */
  110856. constructor(
  110857. /**
  110858. * Define the instrumented engine.
  110859. */
  110860. engine: Engine);
  110861. /**
  110862. * Dispose and release associated resources.
  110863. */
  110864. dispose(): void;
  110865. }
  110866. }
  110867. declare module BABYLON {
  110868. /**
  110869. * This class can be used to get instrumentation data from a Babylon engine
  110870. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  110871. */
  110872. export class SceneInstrumentation implements IDisposable {
  110873. /**
  110874. * Defines the scene to instrument
  110875. */
  110876. scene: Scene;
  110877. private _captureActiveMeshesEvaluationTime;
  110878. private _activeMeshesEvaluationTime;
  110879. private _captureRenderTargetsRenderTime;
  110880. private _renderTargetsRenderTime;
  110881. private _captureFrameTime;
  110882. private _frameTime;
  110883. private _captureRenderTime;
  110884. private _renderTime;
  110885. private _captureInterFrameTime;
  110886. private _interFrameTime;
  110887. private _captureParticlesRenderTime;
  110888. private _particlesRenderTime;
  110889. private _captureSpritesRenderTime;
  110890. private _spritesRenderTime;
  110891. private _capturePhysicsTime;
  110892. private _physicsTime;
  110893. private _captureAnimationsTime;
  110894. private _animationsTime;
  110895. private _captureCameraRenderTime;
  110896. private _cameraRenderTime;
  110897. private _onBeforeActiveMeshesEvaluationObserver;
  110898. private _onAfterActiveMeshesEvaluationObserver;
  110899. private _onBeforeRenderTargetsRenderObserver;
  110900. private _onAfterRenderTargetsRenderObserver;
  110901. private _onAfterRenderObserver;
  110902. private _onBeforeDrawPhaseObserver;
  110903. private _onAfterDrawPhaseObserver;
  110904. private _onBeforeAnimationsObserver;
  110905. private _onBeforeParticlesRenderingObserver;
  110906. private _onAfterParticlesRenderingObserver;
  110907. private _onBeforeSpritesRenderingObserver;
  110908. private _onAfterSpritesRenderingObserver;
  110909. private _onBeforePhysicsObserver;
  110910. private _onAfterPhysicsObserver;
  110911. private _onAfterAnimationsObserver;
  110912. private _onBeforeCameraRenderObserver;
  110913. private _onAfterCameraRenderObserver;
  110914. /**
  110915. * Gets the perf counter used for active meshes evaluation time
  110916. */
  110917. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  110918. /**
  110919. * Gets the active meshes evaluation time capture status
  110920. */
  110921. /**
  110922. * Enable or disable the active meshes evaluation time capture
  110923. */
  110924. captureActiveMeshesEvaluationTime: boolean;
  110925. /**
  110926. * Gets the perf counter used for render targets render time
  110927. */
  110928. readonly renderTargetsRenderTimeCounter: PerfCounter;
  110929. /**
  110930. * Gets the render targets render time capture status
  110931. */
  110932. /**
  110933. * Enable or disable the render targets render time capture
  110934. */
  110935. captureRenderTargetsRenderTime: boolean;
  110936. /**
  110937. * Gets the perf counter used for particles render time
  110938. */
  110939. readonly particlesRenderTimeCounter: PerfCounter;
  110940. /**
  110941. * Gets the particles render time capture status
  110942. */
  110943. /**
  110944. * Enable or disable the particles render time capture
  110945. */
  110946. captureParticlesRenderTime: boolean;
  110947. /**
  110948. * Gets the perf counter used for sprites render time
  110949. */
  110950. readonly spritesRenderTimeCounter: PerfCounter;
  110951. /**
  110952. * Gets the sprites render time capture status
  110953. */
  110954. /**
  110955. * Enable or disable the sprites render time capture
  110956. */
  110957. captureSpritesRenderTime: boolean;
  110958. /**
  110959. * Gets the perf counter used for physics time
  110960. */
  110961. readonly physicsTimeCounter: PerfCounter;
  110962. /**
  110963. * Gets the physics time capture status
  110964. */
  110965. /**
  110966. * Enable or disable the physics time capture
  110967. */
  110968. capturePhysicsTime: boolean;
  110969. /**
  110970. * Gets the perf counter used for animations time
  110971. */
  110972. readonly animationsTimeCounter: PerfCounter;
  110973. /**
  110974. * Gets the animations time capture status
  110975. */
  110976. /**
  110977. * Enable or disable the animations time capture
  110978. */
  110979. captureAnimationsTime: boolean;
  110980. /**
  110981. * Gets the perf counter used for frame time capture
  110982. */
  110983. readonly frameTimeCounter: PerfCounter;
  110984. /**
  110985. * Gets the frame time capture status
  110986. */
  110987. /**
  110988. * Enable or disable the frame time capture
  110989. */
  110990. captureFrameTime: boolean;
  110991. /**
  110992. * Gets the perf counter used for inter-frames time capture
  110993. */
  110994. readonly interFrameTimeCounter: PerfCounter;
  110995. /**
  110996. * Gets the inter-frames time capture status
  110997. */
  110998. /**
  110999. * Enable or disable the inter-frames time capture
  111000. */
  111001. captureInterFrameTime: boolean;
  111002. /**
  111003. * Gets the perf counter used for render time capture
  111004. */
  111005. readonly renderTimeCounter: PerfCounter;
  111006. /**
  111007. * Gets the render time capture status
  111008. */
  111009. /**
  111010. * Enable or disable the render time capture
  111011. */
  111012. captureRenderTime: boolean;
  111013. /**
  111014. * Gets the perf counter used for camera render time capture
  111015. */
  111016. readonly cameraRenderTimeCounter: PerfCounter;
  111017. /**
  111018. * Gets the camera render time capture status
  111019. */
  111020. /**
  111021. * Enable or disable the camera render time capture
  111022. */
  111023. captureCameraRenderTime: boolean;
  111024. /**
  111025. * Gets the perf counter used for draw calls
  111026. */
  111027. readonly drawCallsCounter: PerfCounter;
  111028. /**
  111029. * Instantiates a new scene instrumentation.
  111030. * This class can be used to get instrumentation data from a Babylon engine
  111031. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111032. * @param scene Defines the scene to instrument
  111033. */
  111034. constructor(
  111035. /**
  111036. * Defines the scene to instrument
  111037. */
  111038. scene: Scene);
  111039. /**
  111040. * Dispose and release associated resources.
  111041. */
  111042. dispose(): void;
  111043. }
  111044. }
  111045. declare module BABYLON {
  111046. /** @hidden */
  111047. export var glowMapGenerationPixelShader: {
  111048. name: string;
  111049. shader: string;
  111050. };
  111051. }
  111052. declare module BABYLON {
  111053. /** @hidden */
  111054. export var glowMapGenerationVertexShader: {
  111055. name: string;
  111056. shader: string;
  111057. };
  111058. }
  111059. declare module BABYLON {
  111060. /**
  111061. * Effect layer options. This helps customizing the behaviour
  111062. * of the effect layer.
  111063. */
  111064. export interface IEffectLayerOptions {
  111065. /**
  111066. * Multiplication factor apply to the canvas size to compute the render target size
  111067. * used to generated the objects (the smaller the faster).
  111068. */
  111069. mainTextureRatio: number;
  111070. /**
  111071. * Enforces a fixed size texture to ensure effect stability across devices.
  111072. */
  111073. mainTextureFixedSize?: number;
  111074. /**
  111075. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111076. */
  111077. alphaBlendingMode: number;
  111078. /**
  111079. * The camera attached to the layer.
  111080. */
  111081. camera: Nullable<Camera>;
  111082. /**
  111083. * The rendering group to draw the layer in.
  111084. */
  111085. renderingGroupId: number;
  111086. }
  111087. /**
  111088. * The effect layer Helps adding post process effect blended with the main pass.
  111089. *
  111090. * This can be for instance use to generate glow or higlight effects on the scene.
  111091. *
  111092. * The effect layer class can not be used directly and is intented to inherited from to be
  111093. * customized per effects.
  111094. */
  111095. export abstract class EffectLayer {
  111096. private _vertexBuffers;
  111097. private _indexBuffer;
  111098. private _cachedDefines;
  111099. private _effectLayerMapGenerationEffect;
  111100. private _effectLayerOptions;
  111101. private _mergeEffect;
  111102. protected _scene: Scene;
  111103. protected _engine: Engine;
  111104. protected _maxSize: number;
  111105. protected _mainTextureDesiredSize: ISize;
  111106. protected _mainTexture: RenderTargetTexture;
  111107. protected _shouldRender: boolean;
  111108. protected _postProcesses: PostProcess[];
  111109. protected _textures: BaseTexture[];
  111110. protected _emissiveTextureAndColor: {
  111111. texture: Nullable<BaseTexture>;
  111112. color: Color4;
  111113. };
  111114. /**
  111115. * The name of the layer
  111116. */
  111117. name: string;
  111118. /**
  111119. * The clear color of the texture used to generate the glow map.
  111120. */
  111121. neutralColor: Color4;
  111122. /**
  111123. * Specifies wether the highlight layer is enabled or not.
  111124. */
  111125. isEnabled: boolean;
  111126. /**
  111127. * Gets the camera attached to the layer.
  111128. */
  111129. readonly camera: Nullable<Camera>;
  111130. /**
  111131. * Gets the rendering group id the layer should render in.
  111132. */
  111133. renderingGroupId: number;
  111134. /**
  111135. * An event triggered when the effect layer has been disposed.
  111136. */
  111137. onDisposeObservable: Observable<EffectLayer>;
  111138. /**
  111139. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111140. */
  111141. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111142. /**
  111143. * An event triggered when the generated texture is being merged in the scene.
  111144. */
  111145. onBeforeComposeObservable: Observable<EffectLayer>;
  111146. /**
  111147. * An event triggered when the generated texture has been merged in the scene.
  111148. */
  111149. onAfterComposeObservable: Observable<EffectLayer>;
  111150. /**
  111151. * An event triggered when the efffect layer changes its size.
  111152. */
  111153. onSizeChangedObservable: Observable<EffectLayer>;
  111154. /** @hidden */
  111155. static _SceneComponentInitialization: (scene: Scene) => void;
  111156. /**
  111157. * Instantiates a new effect Layer and references it in the scene.
  111158. * @param name The name of the layer
  111159. * @param scene The scene to use the layer in
  111160. */
  111161. constructor(
  111162. /** The Friendly of the effect in the scene */
  111163. name: string, scene: Scene);
  111164. /**
  111165. * Get the effect name of the layer.
  111166. * @return The effect name
  111167. */
  111168. abstract getEffectName(): string;
  111169. /**
  111170. * Checks for the readiness of the element composing the layer.
  111171. * @param subMesh the mesh to check for
  111172. * @param useInstances specify wether or not to use instances to render the mesh
  111173. * @return true if ready otherwise, false
  111174. */
  111175. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111176. /**
  111177. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111178. * @returns true if the effect requires stencil during the main canvas render pass.
  111179. */
  111180. abstract needStencil(): boolean;
  111181. /**
  111182. * Create the merge effect. This is the shader use to blit the information back
  111183. * to the main canvas at the end of the scene rendering.
  111184. * @returns The effect containing the shader used to merge the effect on the main canvas
  111185. */
  111186. protected abstract _createMergeEffect(): Effect;
  111187. /**
  111188. * Creates the render target textures and post processes used in the effect layer.
  111189. */
  111190. protected abstract _createTextureAndPostProcesses(): void;
  111191. /**
  111192. * Implementation specific of rendering the generating effect on the main canvas.
  111193. * @param effect The effect used to render through
  111194. */
  111195. protected abstract _internalRender(effect: Effect): void;
  111196. /**
  111197. * Sets the required values for both the emissive texture and and the main color.
  111198. */
  111199. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111200. /**
  111201. * Free any resources and references associated to a mesh.
  111202. * Internal use
  111203. * @param mesh The mesh to free.
  111204. */
  111205. abstract _disposeMesh(mesh: Mesh): void;
  111206. /**
  111207. * Serializes this layer (Glow or Highlight for example)
  111208. * @returns a serialized layer object
  111209. */
  111210. abstract serialize?(): any;
  111211. /**
  111212. * Initializes the effect layer with the required options.
  111213. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111214. */
  111215. protected _init(options: Partial<IEffectLayerOptions>): void;
  111216. /**
  111217. * Generates the index buffer of the full screen quad blending to the main canvas.
  111218. */
  111219. private _generateIndexBuffer;
  111220. /**
  111221. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111222. */
  111223. private _generateVertexBuffer;
  111224. /**
  111225. * Sets the main texture desired size which is the closest power of two
  111226. * of the engine canvas size.
  111227. */
  111228. private _setMainTextureSize;
  111229. /**
  111230. * Creates the main texture for the effect layer.
  111231. */
  111232. protected _createMainTexture(): void;
  111233. /**
  111234. * Adds specific effects defines.
  111235. * @param defines The defines to add specifics to.
  111236. */
  111237. protected _addCustomEffectDefines(defines: string[]): void;
  111238. /**
  111239. * Checks for the readiness of the element composing the layer.
  111240. * @param subMesh the mesh to check for
  111241. * @param useInstances specify wether or not to use instances to render the mesh
  111242. * @param emissiveTexture the associated emissive texture used to generate the glow
  111243. * @return true if ready otherwise, false
  111244. */
  111245. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  111246. /**
  111247. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111248. */
  111249. render(): void;
  111250. /**
  111251. * Determine if a given mesh will be used in the current effect.
  111252. * @param mesh mesh to test
  111253. * @returns true if the mesh will be used
  111254. */
  111255. hasMesh(mesh: AbstractMesh): boolean;
  111256. /**
  111257. * Returns true if the layer contains information to display, otherwise false.
  111258. * @returns true if the glow layer should be rendered
  111259. */
  111260. shouldRender(): boolean;
  111261. /**
  111262. * Returns true if the mesh should render, otherwise false.
  111263. * @param mesh The mesh to render
  111264. * @returns true if it should render otherwise false
  111265. */
  111266. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  111267. /**
  111268. * Returns true if the mesh can be rendered, otherwise false.
  111269. * @param mesh The mesh to render
  111270. * @param material The material used on the mesh
  111271. * @returns true if it can be rendered otherwise false
  111272. */
  111273. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111274. /**
  111275. * Returns true if the mesh should render, otherwise false.
  111276. * @param mesh The mesh to render
  111277. * @returns true if it should render otherwise false
  111278. */
  111279. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  111280. /**
  111281. * Renders the submesh passed in parameter to the generation map.
  111282. */
  111283. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  111284. /**
  111285. * Rebuild the required buffers.
  111286. * @hidden Internal use only.
  111287. */
  111288. _rebuild(): void;
  111289. /**
  111290. * Dispose only the render target textures and post process.
  111291. */
  111292. private _disposeTextureAndPostProcesses;
  111293. /**
  111294. * Dispose the highlight layer and free resources.
  111295. */
  111296. dispose(): void;
  111297. /**
  111298. * Gets the class name of the effect layer
  111299. * @returns the string with the class name of the effect layer
  111300. */
  111301. getClassName(): string;
  111302. /**
  111303. * Creates an effect layer from parsed effect layer data
  111304. * @param parsedEffectLayer defines effect layer data
  111305. * @param scene defines the current scene
  111306. * @param rootUrl defines the root URL containing the effect layer information
  111307. * @returns a parsed effect Layer
  111308. */
  111309. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  111310. }
  111311. }
  111312. declare module BABYLON {
  111313. interface AbstractScene {
  111314. /**
  111315. * The list of effect layers (highlights/glow) added to the scene
  111316. * @see http://doc.babylonjs.com/how_to/highlight_layer
  111317. * @see http://doc.babylonjs.com/how_to/glow_layer
  111318. */
  111319. effectLayers: Array<EffectLayer>;
  111320. /**
  111321. * Removes the given effect layer from this scene.
  111322. * @param toRemove defines the effect layer to remove
  111323. * @returns the index of the removed effect layer
  111324. */
  111325. removeEffectLayer(toRemove: EffectLayer): number;
  111326. /**
  111327. * Adds the given effect layer to this scene
  111328. * @param newEffectLayer defines the effect layer to add
  111329. */
  111330. addEffectLayer(newEffectLayer: EffectLayer): void;
  111331. }
  111332. /**
  111333. * Defines the layer scene component responsible to manage any effect layers
  111334. * in a given scene.
  111335. */
  111336. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  111337. /**
  111338. * The component name helpfull to identify the component in the list of scene components.
  111339. */
  111340. readonly name: string;
  111341. /**
  111342. * The scene the component belongs to.
  111343. */
  111344. scene: Scene;
  111345. private _engine;
  111346. private _renderEffects;
  111347. private _needStencil;
  111348. private _previousStencilState;
  111349. /**
  111350. * Creates a new instance of the component for the given scene
  111351. * @param scene Defines the scene to register the component in
  111352. */
  111353. constructor(scene: Scene);
  111354. /**
  111355. * Registers the component in a given scene
  111356. */
  111357. register(): void;
  111358. /**
  111359. * Rebuilds the elements related to this component in case of
  111360. * context lost for instance.
  111361. */
  111362. rebuild(): void;
  111363. /**
  111364. * Serializes the component data to the specified json object
  111365. * @param serializationObject The object to serialize to
  111366. */
  111367. serialize(serializationObject: any): void;
  111368. /**
  111369. * Adds all the elements from the container to the scene
  111370. * @param container the container holding the elements
  111371. */
  111372. addFromContainer(container: AbstractScene): void;
  111373. /**
  111374. * Removes all the elements in the container from the scene
  111375. * @param container contains the elements to remove
  111376. * @param dispose if the removed element should be disposed (default: false)
  111377. */
  111378. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  111379. /**
  111380. * Disposes the component and the associated ressources.
  111381. */
  111382. dispose(): void;
  111383. private _isReadyForMesh;
  111384. private _renderMainTexture;
  111385. private _setStencil;
  111386. private _setStencilBack;
  111387. private _draw;
  111388. private _drawCamera;
  111389. private _drawRenderingGroup;
  111390. }
  111391. }
  111392. declare module BABYLON {
  111393. /** @hidden */
  111394. export var glowMapMergePixelShader: {
  111395. name: string;
  111396. shader: string;
  111397. };
  111398. }
  111399. declare module BABYLON {
  111400. /** @hidden */
  111401. export var glowMapMergeVertexShader: {
  111402. name: string;
  111403. shader: string;
  111404. };
  111405. }
  111406. declare module BABYLON {
  111407. interface AbstractScene {
  111408. /**
  111409. * Return a the first highlight layer of the scene with a given name.
  111410. * @param name The name of the highlight layer to look for.
  111411. * @return The highlight layer if found otherwise null.
  111412. */
  111413. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  111414. }
  111415. /**
  111416. * Glow layer options. This helps customizing the behaviour
  111417. * of the glow layer.
  111418. */
  111419. export interface IGlowLayerOptions {
  111420. /**
  111421. * Multiplication factor apply to the canvas size to compute the render target size
  111422. * used to generated the glowing objects (the smaller the faster).
  111423. */
  111424. mainTextureRatio: number;
  111425. /**
  111426. * Enforces a fixed size texture to ensure resize independant blur.
  111427. */
  111428. mainTextureFixedSize?: number;
  111429. /**
  111430. * How big is the kernel of the blur texture.
  111431. */
  111432. blurKernelSize: number;
  111433. /**
  111434. * The camera attached to the layer.
  111435. */
  111436. camera: Nullable<Camera>;
  111437. /**
  111438. * Enable MSAA by chosing the number of samples.
  111439. */
  111440. mainTextureSamples?: number;
  111441. /**
  111442. * The rendering group to draw the layer in.
  111443. */
  111444. renderingGroupId: number;
  111445. }
  111446. /**
  111447. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111448. *
  111449. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111450. * glowy meshes to your scene.
  111451. *
  111452. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111453. */
  111454. export class GlowLayer extends EffectLayer {
  111455. /**
  111456. * Effect Name of the layer.
  111457. */
  111458. static readonly EffectName: string;
  111459. /**
  111460. * The default blur kernel size used for the glow.
  111461. */
  111462. static DefaultBlurKernelSize: number;
  111463. /**
  111464. * The default texture size ratio used for the glow.
  111465. */
  111466. static DefaultTextureRatio: number;
  111467. /**
  111468. * Sets the kernel size of the blur.
  111469. */
  111470. /**
  111471. * Gets the kernel size of the blur.
  111472. */
  111473. blurKernelSize: number;
  111474. /**
  111475. * Sets the glow intensity.
  111476. */
  111477. /**
  111478. * Gets the glow intensity.
  111479. */
  111480. intensity: number;
  111481. private _options;
  111482. private _intensity;
  111483. private _horizontalBlurPostprocess1;
  111484. private _verticalBlurPostprocess1;
  111485. private _horizontalBlurPostprocess2;
  111486. private _verticalBlurPostprocess2;
  111487. private _blurTexture1;
  111488. private _blurTexture2;
  111489. private _postProcesses1;
  111490. private _postProcesses2;
  111491. private _includedOnlyMeshes;
  111492. private _excludedMeshes;
  111493. /**
  111494. * Callback used to let the user override the color selection on a per mesh basis
  111495. */
  111496. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  111497. /**
  111498. * Callback used to let the user override the texture selection on a per mesh basis
  111499. */
  111500. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  111501. /**
  111502. * Instantiates a new glow Layer and references it to the scene.
  111503. * @param name The name of the layer
  111504. * @param scene The scene to use the layer in
  111505. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111506. */
  111507. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  111508. /**
  111509. * Get the effect name of the layer.
  111510. * @return The effect name
  111511. */
  111512. getEffectName(): string;
  111513. /**
  111514. * Create the merge effect. This is the shader use to blit the information back
  111515. * to the main canvas at the end of the scene rendering.
  111516. */
  111517. protected _createMergeEffect(): Effect;
  111518. /**
  111519. * Creates the render target textures and post processes used in the glow layer.
  111520. */
  111521. protected _createTextureAndPostProcesses(): void;
  111522. /**
  111523. * Checks for the readiness of the element composing the layer.
  111524. * @param subMesh the mesh to check for
  111525. * @param useInstances specify wether or not to use instances to render the mesh
  111526. * @param emissiveTexture the associated emissive texture used to generate the glow
  111527. * @return true if ready otherwise, false
  111528. */
  111529. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111530. /**
  111531. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111532. */
  111533. needStencil(): boolean;
  111534. /**
  111535. * Returns true if the mesh can be rendered, otherwise false.
  111536. * @param mesh The mesh to render
  111537. * @param material The material used on the mesh
  111538. * @returns true if it can be rendered otherwise false
  111539. */
  111540. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111541. /**
  111542. * Implementation specific of rendering the generating effect on the main canvas.
  111543. * @param effect The effect used to render through
  111544. */
  111545. protected _internalRender(effect: Effect): void;
  111546. /**
  111547. * Sets the required values for both the emissive texture and and the main color.
  111548. */
  111549. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111550. /**
  111551. * Returns true if the mesh should render, otherwise false.
  111552. * @param mesh The mesh to render
  111553. * @returns true if it should render otherwise false
  111554. */
  111555. protected _shouldRenderMesh(mesh: Mesh): boolean;
  111556. /**
  111557. * Adds specific effects defines.
  111558. * @param defines The defines to add specifics to.
  111559. */
  111560. protected _addCustomEffectDefines(defines: string[]): void;
  111561. /**
  111562. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  111563. * @param mesh The mesh to exclude from the glow layer
  111564. */
  111565. addExcludedMesh(mesh: Mesh): void;
  111566. /**
  111567. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  111568. * @param mesh The mesh to remove
  111569. */
  111570. removeExcludedMesh(mesh: Mesh): void;
  111571. /**
  111572. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  111573. * @param mesh The mesh to include in the glow layer
  111574. */
  111575. addIncludedOnlyMesh(mesh: Mesh): void;
  111576. /**
  111577. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  111578. * @param mesh The mesh to remove
  111579. */
  111580. removeIncludedOnlyMesh(mesh: Mesh): void;
  111581. /**
  111582. * Determine if a given mesh will be used in the glow layer
  111583. * @param mesh The mesh to test
  111584. * @returns true if the mesh will be highlighted by the current glow layer
  111585. */
  111586. hasMesh(mesh: AbstractMesh): boolean;
  111587. /**
  111588. * Free any resources and references associated to a mesh.
  111589. * Internal use
  111590. * @param mesh The mesh to free.
  111591. * @hidden
  111592. */
  111593. _disposeMesh(mesh: Mesh): void;
  111594. /**
  111595. * Gets the class name of the effect layer
  111596. * @returns the string with the class name of the effect layer
  111597. */
  111598. getClassName(): string;
  111599. /**
  111600. * Serializes this glow layer
  111601. * @returns a serialized glow layer object
  111602. */
  111603. serialize(): any;
  111604. /**
  111605. * Creates a Glow Layer from parsed glow layer data
  111606. * @param parsedGlowLayer defines glow layer data
  111607. * @param scene defines the current scene
  111608. * @param rootUrl defines the root URL containing the glow layer information
  111609. * @returns a parsed Glow Layer
  111610. */
  111611. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  111612. }
  111613. }
  111614. declare module BABYLON {
  111615. /** @hidden */
  111616. export var glowBlurPostProcessPixelShader: {
  111617. name: string;
  111618. shader: string;
  111619. };
  111620. }
  111621. declare module BABYLON {
  111622. interface AbstractScene {
  111623. /**
  111624. * Return a the first highlight layer of the scene with a given name.
  111625. * @param name The name of the highlight layer to look for.
  111626. * @return The highlight layer if found otherwise null.
  111627. */
  111628. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  111629. }
  111630. /**
  111631. * Highlight layer options. This helps customizing the behaviour
  111632. * of the highlight layer.
  111633. */
  111634. export interface IHighlightLayerOptions {
  111635. /**
  111636. * Multiplication factor apply to the canvas size to compute the render target size
  111637. * used to generated the glowing objects (the smaller the faster).
  111638. */
  111639. mainTextureRatio: number;
  111640. /**
  111641. * Enforces a fixed size texture to ensure resize independant blur.
  111642. */
  111643. mainTextureFixedSize?: number;
  111644. /**
  111645. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  111646. * of the picture to blur (the smaller the faster).
  111647. */
  111648. blurTextureSizeRatio: number;
  111649. /**
  111650. * How big in texel of the blur texture is the vertical blur.
  111651. */
  111652. blurVerticalSize: number;
  111653. /**
  111654. * How big in texel of the blur texture is the horizontal blur.
  111655. */
  111656. blurHorizontalSize: number;
  111657. /**
  111658. * Alpha blending mode used to apply the blur. Default is combine.
  111659. */
  111660. alphaBlendingMode: number;
  111661. /**
  111662. * The camera attached to the layer.
  111663. */
  111664. camera: Nullable<Camera>;
  111665. /**
  111666. * Should we display highlight as a solid stroke?
  111667. */
  111668. isStroke?: boolean;
  111669. /**
  111670. * The rendering group to draw the layer in.
  111671. */
  111672. renderingGroupId: number;
  111673. }
  111674. /**
  111675. * The highlight layer Helps adding a glow effect around a mesh.
  111676. *
  111677. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111678. * glowy meshes to your scene.
  111679. *
  111680. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  111681. */
  111682. export class HighlightLayer extends EffectLayer {
  111683. name: string;
  111684. /**
  111685. * Effect Name of the highlight layer.
  111686. */
  111687. static readonly EffectName: string;
  111688. /**
  111689. * The neutral color used during the preparation of the glow effect.
  111690. * This is black by default as the blend operation is a blend operation.
  111691. */
  111692. static NeutralColor: Color4;
  111693. /**
  111694. * Stencil value used for glowing meshes.
  111695. */
  111696. static GlowingMeshStencilReference: number;
  111697. /**
  111698. * Stencil value used for the other meshes in the scene.
  111699. */
  111700. static NormalMeshStencilReference: number;
  111701. /**
  111702. * Specifies whether or not the inner glow is ACTIVE in the layer.
  111703. */
  111704. innerGlow: boolean;
  111705. /**
  111706. * Specifies whether or not the outer glow is ACTIVE in the layer.
  111707. */
  111708. outerGlow: boolean;
  111709. /**
  111710. * Specifies the horizontal size of the blur.
  111711. */
  111712. /**
  111713. * Gets the horizontal size of the blur.
  111714. */
  111715. blurHorizontalSize: number;
  111716. /**
  111717. * Specifies the vertical size of the blur.
  111718. */
  111719. /**
  111720. * Gets the vertical size of the blur.
  111721. */
  111722. blurVerticalSize: number;
  111723. /**
  111724. * An event triggered when the highlight layer is being blurred.
  111725. */
  111726. onBeforeBlurObservable: Observable<HighlightLayer>;
  111727. /**
  111728. * An event triggered when the highlight layer has been blurred.
  111729. */
  111730. onAfterBlurObservable: Observable<HighlightLayer>;
  111731. private _instanceGlowingMeshStencilReference;
  111732. private _options;
  111733. private _downSamplePostprocess;
  111734. private _horizontalBlurPostprocess;
  111735. private _verticalBlurPostprocess;
  111736. private _blurTexture;
  111737. private _meshes;
  111738. private _excludedMeshes;
  111739. /**
  111740. * Instantiates a new highlight Layer and references it to the scene..
  111741. * @param name The name of the layer
  111742. * @param scene The scene to use the layer in
  111743. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  111744. */
  111745. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  111746. /**
  111747. * Get the effect name of the layer.
  111748. * @return The effect name
  111749. */
  111750. getEffectName(): string;
  111751. /**
  111752. * Create the merge effect. This is the shader use to blit the information back
  111753. * to the main canvas at the end of the scene rendering.
  111754. */
  111755. protected _createMergeEffect(): Effect;
  111756. /**
  111757. * Creates the render target textures and post processes used in the highlight layer.
  111758. */
  111759. protected _createTextureAndPostProcesses(): void;
  111760. /**
  111761. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111762. */
  111763. needStencil(): boolean;
  111764. /**
  111765. * Checks for the readiness of the element composing the layer.
  111766. * @param subMesh the mesh to check for
  111767. * @param useInstances specify wether or not to use instances to render the mesh
  111768. * @param emissiveTexture the associated emissive texture used to generate the glow
  111769. * @return true if ready otherwise, false
  111770. */
  111771. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111772. /**
  111773. * Implementation specific of rendering the generating effect on the main canvas.
  111774. * @param effect The effect used to render through
  111775. */
  111776. protected _internalRender(effect: Effect): void;
  111777. /**
  111778. * Returns true if the layer contains information to display, otherwise false.
  111779. */
  111780. shouldRender(): boolean;
  111781. /**
  111782. * Returns true if the mesh should render, otherwise false.
  111783. * @param mesh The mesh to render
  111784. * @returns true if it should render otherwise false
  111785. */
  111786. protected _shouldRenderMesh(mesh: Mesh): boolean;
  111787. /**
  111788. * Sets the required values for both the emissive texture and and the main color.
  111789. */
  111790. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111791. /**
  111792. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  111793. * @param mesh The mesh to exclude from the highlight layer
  111794. */
  111795. addExcludedMesh(mesh: Mesh): void;
  111796. /**
  111797. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  111798. * @param mesh The mesh to highlight
  111799. */
  111800. removeExcludedMesh(mesh: Mesh): void;
  111801. /**
  111802. * Determine if a given mesh will be highlighted by the current HighlightLayer
  111803. * @param mesh mesh to test
  111804. * @returns true if the mesh will be highlighted by the current HighlightLayer
  111805. */
  111806. hasMesh(mesh: AbstractMesh): boolean;
  111807. /**
  111808. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  111809. * @param mesh The mesh to highlight
  111810. * @param color The color of the highlight
  111811. * @param glowEmissiveOnly Extract the glow from the emissive texture
  111812. */
  111813. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  111814. /**
  111815. * Remove a mesh from the highlight layer in order to make it stop glowing.
  111816. * @param mesh The mesh to highlight
  111817. */
  111818. removeMesh(mesh: Mesh): void;
  111819. /**
  111820. * Force the stencil to the normal expected value for none glowing parts
  111821. */
  111822. private _defaultStencilReference;
  111823. /**
  111824. * Free any resources and references associated to a mesh.
  111825. * Internal use
  111826. * @param mesh The mesh to free.
  111827. * @hidden
  111828. */
  111829. _disposeMesh(mesh: Mesh): void;
  111830. /**
  111831. * Dispose the highlight layer and free resources.
  111832. */
  111833. dispose(): void;
  111834. /**
  111835. * Gets the class name of the effect layer
  111836. * @returns the string with the class name of the effect layer
  111837. */
  111838. getClassName(): string;
  111839. /**
  111840. * Serializes this Highlight layer
  111841. * @returns a serialized Highlight layer object
  111842. */
  111843. serialize(): any;
  111844. /**
  111845. * Creates a Highlight layer from parsed Highlight layer data
  111846. * @param parsedHightlightLayer defines the Highlight layer data
  111847. * @param scene defines the current scene
  111848. * @param rootUrl defines the root URL containing the Highlight layer information
  111849. * @returns a parsed Highlight layer
  111850. */
  111851. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  111852. }
  111853. }
  111854. declare module BABYLON {
  111855. interface AbstractScene {
  111856. /**
  111857. * The list of layers (background and foreground) of the scene
  111858. */
  111859. layers: Array<Layer>;
  111860. }
  111861. /**
  111862. * Defines the layer scene component responsible to manage any layers
  111863. * in a given scene.
  111864. */
  111865. export class LayerSceneComponent implements ISceneComponent {
  111866. /**
  111867. * The component name helpfull to identify the component in the list of scene components.
  111868. */
  111869. readonly name: string;
  111870. /**
  111871. * The scene the component belongs to.
  111872. */
  111873. scene: Scene;
  111874. private _engine;
  111875. /**
  111876. * Creates a new instance of the component for the given scene
  111877. * @param scene Defines the scene to register the component in
  111878. */
  111879. constructor(scene: Scene);
  111880. /**
  111881. * Registers the component in a given scene
  111882. */
  111883. register(): void;
  111884. /**
  111885. * Rebuilds the elements related to this component in case of
  111886. * context lost for instance.
  111887. */
  111888. rebuild(): void;
  111889. /**
  111890. * Disposes the component and the associated ressources.
  111891. */
  111892. dispose(): void;
  111893. private _draw;
  111894. private _drawCameraPredicate;
  111895. private _drawCameraBackground;
  111896. private _drawCameraForeground;
  111897. private _drawRenderTargetPredicate;
  111898. private _drawRenderTargetBackground;
  111899. private _drawRenderTargetForeground;
  111900. /**
  111901. * Adds all the elements from the container to the scene
  111902. * @param container the container holding the elements
  111903. */
  111904. addFromContainer(container: AbstractScene): void;
  111905. /**
  111906. * Removes all the elements in the container from the scene
  111907. * @param container contains the elements to remove
  111908. * @param dispose if the removed element should be disposed (default: false)
  111909. */
  111910. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  111911. }
  111912. }
  111913. declare module BABYLON {
  111914. /** @hidden */
  111915. export var layerPixelShader: {
  111916. name: string;
  111917. shader: string;
  111918. };
  111919. }
  111920. declare module BABYLON {
  111921. /** @hidden */
  111922. export var layerVertexShader: {
  111923. name: string;
  111924. shader: string;
  111925. };
  111926. }
  111927. declare module BABYLON {
  111928. /**
  111929. * This represents a full screen 2d layer.
  111930. * This can be useful to display a picture in the background of your scene for instance.
  111931. * @see https://www.babylonjs-playground.com/#08A2BS#1
  111932. */
  111933. export class Layer {
  111934. /**
  111935. * Define the name of the layer.
  111936. */
  111937. name: string;
  111938. /**
  111939. * Define the texture the layer should display.
  111940. */
  111941. texture: Nullable<Texture>;
  111942. /**
  111943. * Is the layer in background or foreground.
  111944. */
  111945. isBackground: boolean;
  111946. /**
  111947. * Define the color of the layer (instead of texture).
  111948. */
  111949. color: Color4;
  111950. /**
  111951. * Define the scale of the layer in order to zoom in out of the texture.
  111952. */
  111953. scale: Vector2;
  111954. /**
  111955. * Define an offset for the layer in order to shift the texture.
  111956. */
  111957. offset: Vector2;
  111958. /**
  111959. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  111960. */
  111961. alphaBlendingMode: number;
  111962. /**
  111963. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  111964. * Alpha test will not mix with the background color in case of transparency.
  111965. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  111966. */
  111967. alphaTest: boolean;
  111968. /**
  111969. * Define a mask to restrict the layer to only some of the scene cameras.
  111970. */
  111971. layerMask: number;
  111972. /**
  111973. * Define the list of render target the layer is visible into.
  111974. */
  111975. renderTargetTextures: RenderTargetTexture[];
  111976. /**
  111977. * Define if the layer is only used in renderTarget or if it also
  111978. * renders in the main frame buffer of the canvas.
  111979. */
  111980. renderOnlyInRenderTargetTextures: boolean;
  111981. private _scene;
  111982. private _vertexBuffers;
  111983. private _indexBuffer;
  111984. private _effect;
  111985. private _alphaTestEffect;
  111986. /**
  111987. * An event triggered when the layer is disposed.
  111988. */
  111989. onDisposeObservable: Observable<Layer>;
  111990. private _onDisposeObserver;
  111991. /**
  111992. * Back compatibility with callback before the onDisposeObservable existed.
  111993. * The set callback will be triggered when the layer has been disposed.
  111994. */
  111995. onDispose: () => void;
  111996. /**
  111997. * An event triggered before rendering the scene
  111998. */
  111999. onBeforeRenderObservable: Observable<Layer>;
  112000. private _onBeforeRenderObserver;
  112001. /**
  112002. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112003. * The set callback will be triggered just before rendering the layer.
  112004. */
  112005. onBeforeRender: () => void;
  112006. /**
  112007. * An event triggered after rendering the scene
  112008. */
  112009. onAfterRenderObservable: Observable<Layer>;
  112010. private _onAfterRenderObserver;
  112011. /**
  112012. * Back compatibility with callback before the onAfterRenderObservable existed.
  112013. * The set callback will be triggered just after rendering the layer.
  112014. */
  112015. onAfterRender: () => void;
  112016. /**
  112017. * Instantiates a new layer.
  112018. * This represents a full screen 2d layer.
  112019. * This can be useful to display a picture in the background of your scene for instance.
  112020. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112021. * @param name Define the name of the layer in the scene
  112022. * @param imgUrl Define the url of the texture to display in the layer
  112023. * @param scene Define the scene the layer belongs to
  112024. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112025. * @param color Defines a color for the layer
  112026. */
  112027. constructor(
  112028. /**
  112029. * Define the name of the layer.
  112030. */
  112031. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112032. private _createIndexBuffer;
  112033. /** @hidden */
  112034. _rebuild(): void;
  112035. /**
  112036. * Renders the layer in the scene.
  112037. */
  112038. render(): void;
  112039. /**
  112040. * Disposes and releases the associated ressources.
  112041. */
  112042. dispose(): void;
  112043. }
  112044. }
  112045. declare module BABYLON {
  112046. /** @hidden */
  112047. export var lensFlarePixelShader: {
  112048. name: string;
  112049. shader: string;
  112050. };
  112051. }
  112052. declare module BABYLON {
  112053. /** @hidden */
  112054. export var lensFlareVertexShader: {
  112055. name: string;
  112056. shader: string;
  112057. };
  112058. }
  112059. declare module BABYLON {
  112060. /**
  112061. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112062. * It is usually composed of several `lensFlare`.
  112063. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112064. */
  112065. export class LensFlareSystem {
  112066. /**
  112067. * Define the name of the lens flare system
  112068. */
  112069. name: string;
  112070. /**
  112071. * List of lens flares used in this system.
  112072. */
  112073. lensFlares: LensFlare[];
  112074. /**
  112075. * Define a limit from the border the lens flare can be visible.
  112076. */
  112077. borderLimit: number;
  112078. /**
  112079. * Define a viewport border we do not want to see the lens flare in.
  112080. */
  112081. viewportBorder: number;
  112082. /**
  112083. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112084. */
  112085. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112086. /**
  112087. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112088. */
  112089. layerMask: number;
  112090. /**
  112091. * Define the id of the lens flare system in the scene.
  112092. * (equal to name by default)
  112093. */
  112094. id: string;
  112095. private _scene;
  112096. private _emitter;
  112097. private _vertexBuffers;
  112098. private _indexBuffer;
  112099. private _effect;
  112100. private _positionX;
  112101. private _positionY;
  112102. private _isEnabled;
  112103. /** @hidden */
  112104. static _SceneComponentInitialization: (scene: Scene) => void;
  112105. /**
  112106. * Instantiates a lens flare system.
  112107. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112108. * It is usually composed of several `lensFlare`.
  112109. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112110. * @param name Define the name of the lens flare system in the scene
  112111. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112112. * @param scene Define the scene the lens flare system belongs to
  112113. */
  112114. constructor(
  112115. /**
  112116. * Define the name of the lens flare system
  112117. */
  112118. name: string, emitter: any, scene: Scene);
  112119. /**
  112120. * Define if the lens flare system is enabled.
  112121. */
  112122. isEnabled: boolean;
  112123. /**
  112124. * Get the scene the effects belongs to.
  112125. * @returns the scene holding the lens flare system
  112126. */
  112127. getScene(): Scene;
  112128. /**
  112129. * Get the emitter of the lens flare system.
  112130. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112131. * @returns the emitter of the lens flare system
  112132. */
  112133. getEmitter(): any;
  112134. /**
  112135. * Set the emitter of the lens flare system.
  112136. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112137. * @param newEmitter Define the new emitter of the system
  112138. */
  112139. setEmitter(newEmitter: any): void;
  112140. /**
  112141. * Get the lens flare system emitter position.
  112142. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112143. * @returns the position
  112144. */
  112145. getEmitterPosition(): Vector3;
  112146. /**
  112147. * @hidden
  112148. */
  112149. computeEffectivePosition(globalViewport: Viewport): boolean;
  112150. /** @hidden */
  112151. _isVisible(): boolean;
  112152. /**
  112153. * @hidden
  112154. */
  112155. render(): boolean;
  112156. /**
  112157. * Dispose and release the lens flare with its associated resources.
  112158. */
  112159. dispose(): void;
  112160. /**
  112161. * Parse a lens flare system from a JSON repressentation
  112162. * @param parsedLensFlareSystem Define the JSON to parse
  112163. * @param scene Define the scene the parsed system should be instantiated in
  112164. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  112165. * @returns the parsed system
  112166. */
  112167. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  112168. /**
  112169. * Serialize the current Lens Flare System into a JSON representation.
  112170. * @returns the serialized JSON
  112171. */
  112172. serialize(): any;
  112173. }
  112174. }
  112175. declare module BABYLON {
  112176. /**
  112177. * This represents one of the lens effect in a `lensFlareSystem`.
  112178. * It controls one of the indiviual texture used in the effect.
  112179. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112180. */
  112181. export class LensFlare {
  112182. /**
  112183. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112184. */
  112185. size: number;
  112186. /**
  112187. * 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.
  112188. */
  112189. position: number;
  112190. /**
  112191. * Define the lens color.
  112192. */
  112193. color: Color3;
  112194. /**
  112195. * Define the lens texture.
  112196. */
  112197. texture: Nullable<Texture>;
  112198. /**
  112199. * Define the alpha mode to render this particular lens.
  112200. */
  112201. alphaMode: number;
  112202. private _system;
  112203. /**
  112204. * Creates a new Lens Flare.
  112205. * This represents one of the lens effect in a `lensFlareSystem`.
  112206. * It controls one of the indiviual texture used in the effect.
  112207. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112208. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  112209. * @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.
  112210. * @param color Define the lens color
  112211. * @param imgUrl Define the lens texture url
  112212. * @param system Define the `lensFlareSystem` this flare is part of
  112213. * @returns The newly created Lens Flare
  112214. */
  112215. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  112216. /**
  112217. * Instantiates a new Lens Flare.
  112218. * This represents one of the lens effect in a `lensFlareSystem`.
  112219. * It controls one of the indiviual texture used in the effect.
  112220. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112221. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  112222. * @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.
  112223. * @param color Define the lens color
  112224. * @param imgUrl Define the lens texture url
  112225. * @param system Define the `lensFlareSystem` this flare is part of
  112226. */
  112227. constructor(
  112228. /**
  112229. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112230. */
  112231. size: number,
  112232. /**
  112233. * 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.
  112234. */
  112235. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  112236. /**
  112237. * Dispose and release the lens flare with its associated resources.
  112238. */
  112239. dispose(): void;
  112240. }
  112241. }
  112242. declare module BABYLON {
  112243. interface AbstractScene {
  112244. /**
  112245. * The list of lens flare system added to the scene
  112246. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112247. */
  112248. lensFlareSystems: Array<LensFlareSystem>;
  112249. /**
  112250. * Removes the given lens flare system from this scene.
  112251. * @param toRemove The lens flare system to remove
  112252. * @returns The index of the removed lens flare system
  112253. */
  112254. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  112255. /**
  112256. * Adds the given lens flare system to this scene
  112257. * @param newLensFlareSystem The lens flare system to add
  112258. */
  112259. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  112260. /**
  112261. * Gets a lens flare system using its name
  112262. * @param name defines the name to look for
  112263. * @returns the lens flare system or null if not found
  112264. */
  112265. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  112266. /**
  112267. * Gets a lens flare system using its id
  112268. * @param id defines the id to look for
  112269. * @returns the lens flare system or null if not found
  112270. */
  112271. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  112272. }
  112273. /**
  112274. * Defines the lens flare scene component responsible to manage any lens flares
  112275. * in a given scene.
  112276. */
  112277. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  112278. /**
  112279. * The component name helpfull to identify the component in the list of scene components.
  112280. */
  112281. readonly name: string;
  112282. /**
  112283. * The scene the component belongs to.
  112284. */
  112285. scene: Scene;
  112286. /**
  112287. * Creates a new instance of the component for the given scene
  112288. * @param scene Defines the scene to register the component in
  112289. */
  112290. constructor(scene: Scene);
  112291. /**
  112292. * Registers the component in a given scene
  112293. */
  112294. register(): void;
  112295. /**
  112296. * Rebuilds the elements related to this component in case of
  112297. * context lost for instance.
  112298. */
  112299. rebuild(): void;
  112300. /**
  112301. * Adds all the elements from the container to the scene
  112302. * @param container the container holding the elements
  112303. */
  112304. addFromContainer(container: AbstractScene): void;
  112305. /**
  112306. * Removes all the elements in the container from the scene
  112307. * @param container contains the elements to remove
  112308. * @param dispose if the removed element should be disposed (default: false)
  112309. */
  112310. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112311. /**
  112312. * Serializes the component data to the specified json object
  112313. * @param serializationObject The object to serialize to
  112314. */
  112315. serialize(serializationObject: any): void;
  112316. /**
  112317. * Disposes the component and the associated ressources.
  112318. */
  112319. dispose(): void;
  112320. private _draw;
  112321. }
  112322. }
  112323. declare module BABYLON {
  112324. /**
  112325. * Defines the shadow generator component responsible to manage any shadow generators
  112326. * in a given scene.
  112327. */
  112328. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  112329. /**
  112330. * The component name helpfull to identify the component in the list of scene components.
  112331. */
  112332. readonly name: string;
  112333. /**
  112334. * The scene the component belongs to.
  112335. */
  112336. scene: Scene;
  112337. /**
  112338. * Creates a new instance of the component for the given scene
  112339. * @param scene Defines the scene to register the component in
  112340. */
  112341. constructor(scene: Scene);
  112342. /**
  112343. * Registers the component in a given scene
  112344. */
  112345. register(): void;
  112346. /**
  112347. * Rebuilds the elements related to this component in case of
  112348. * context lost for instance.
  112349. */
  112350. rebuild(): void;
  112351. /**
  112352. * Serializes the component data to the specified json object
  112353. * @param serializationObject The object to serialize to
  112354. */
  112355. serialize(serializationObject: any): void;
  112356. /**
  112357. * Adds all the elements from the container to the scene
  112358. * @param container the container holding the elements
  112359. */
  112360. addFromContainer(container: AbstractScene): void;
  112361. /**
  112362. * Removes all the elements in the container from the scene
  112363. * @param container contains the elements to remove
  112364. * @param dispose if the removed element should be disposed (default: false)
  112365. */
  112366. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112367. /**
  112368. * Rebuilds the elements related to this component in case of
  112369. * context lost for instance.
  112370. */
  112371. dispose(): void;
  112372. private _gatherRenderTargets;
  112373. }
  112374. }
  112375. declare module BABYLON {
  112376. /**
  112377. * A point light is a light defined by an unique point in world space.
  112378. * The light is emitted in every direction from this point.
  112379. * A good example of a point light is a standard light bulb.
  112380. * Documentation: https://doc.babylonjs.com/babylon101/lights
  112381. */
  112382. export class PointLight extends ShadowLight {
  112383. private _shadowAngle;
  112384. /**
  112385. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112386. * This specifies what angle the shadow will use to be created.
  112387. *
  112388. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112389. */
  112390. /**
  112391. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112392. * This specifies what angle the shadow will use to be created.
  112393. *
  112394. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112395. */
  112396. shadowAngle: number;
  112397. /**
  112398. * Gets the direction if it has been set.
  112399. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112400. */
  112401. /**
  112402. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112403. */
  112404. direction: Vector3;
  112405. /**
  112406. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  112407. * A PointLight emits the light in every direction.
  112408. * It can cast shadows.
  112409. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  112410. * ```javascript
  112411. * var pointLight = new PointLight("pl", camera.position, scene);
  112412. * ```
  112413. * Documentation : https://doc.babylonjs.com/babylon101/lights
  112414. * @param name The light friendly name
  112415. * @param position The position of the point light in the scene
  112416. * @param scene The scene the lights belongs to
  112417. */
  112418. constructor(name: string, position: Vector3, scene: Scene);
  112419. /**
  112420. * Returns the string "PointLight"
  112421. * @returns the class name
  112422. */
  112423. getClassName(): string;
  112424. /**
  112425. * Returns the integer 0.
  112426. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  112427. */
  112428. getTypeID(): number;
  112429. /**
  112430. * Specifies wether or not the shadowmap should be a cube texture.
  112431. * @returns true if the shadowmap needs to be a cube texture.
  112432. */
  112433. needCube(): boolean;
  112434. /**
  112435. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  112436. * @param faceIndex The index of the face we are computed the direction to generate shadow
  112437. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  112438. */
  112439. getShadowDirection(faceIndex?: number): Vector3;
  112440. /**
  112441. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  112442. * - fov = PI / 2
  112443. * - aspect ratio : 1.0
  112444. * - z-near and far equal to the active camera minZ and maxZ.
  112445. * Returns the PointLight.
  112446. */
  112447. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  112448. protected _buildUniformLayout(): void;
  112449. /**
  112450. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  112451. * @param effect The effect to update
  112452. * @param lightIndex The index of the light in the effect to update
  112453. * @returns The point light
  112454. */
  112455. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  112456. /**
  112457. * Prepares the list of defines specific to the light type.
  112458. * @param defines the list of defines
  112459. * @param lightIndex defines the index of the light for the effect
  112460. */
  112461. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  112462. }
  112463. }
  112464. declare module BABYLON {
  112465. /**
  112466. * Header information of HDR texture files.
  112467. */
  112468. export interface HDRInfo {
  112469. /**
  112470. * The height of the texture in pixels.
  112471. */
  112472. height: number;
  112473. /**
  112474. * The width of the texture in pixels.
  112475. */
  112476. width: number;
  112477. /**
  112478. * The index of the beginning of the data in the binary file.
  112479. */
  112480. dataPosition: number;
  112481. }
  112482. /**
  112483. * This groups tools to convert HDR texture to native colors array.
  112484. */
  112485. export class HDRTools {
  112486. private static Ldexp;
  112487. private static Rgbe2float;
  112488. private static readStringLine;
  112489. /**
  112490. * Reads header information from an RGBE texture stored in a native array.
  112491. * More information on this format are available here:
  112492. * https://en.wikipedia.org/wiki/RGBE_image_format
  112493. *
  112494. * @param uint8array The binary file stored in native array.
  112495. * @return The header information.
  112496. */
  112497. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  112498. /**
  112499. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  112500. * This RGBE texture needs to store the information as a panorama.
  112501. *
  112502. * More information on this format are available here:
  112503. * https://en.wikipedia.org/wiki/RGBE_image_format
  112504. *
  112505. * @param buffer The binary file stored in an array buffer.
  112506. * @param size The expected size of the extracted cubemap.
  112507. * @return The Cube Map information.
  112508. */
  112509. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  112510. /**
  112511. * Returns the pixels data extracted from an RGBE texture.
  112512. * This pixels will be stored left to right up to down in the R G B order in one array.
  112513. *
  112514. * More information on this format are available here:
  112515. * https://en.wikipedia.org/wiki/RGBE_image_format
  112516. *
  112517. * @param uint8array The binary file stored in an array buffer.
  112518. * @param hdrInfo The header information of the file.
  112519. * @return The pixels data in RGB right to left up to down order.
  112520. */
  112521. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  112522. private static RGBE_ReadPixels_RLE;
  112523. }
  112524. }
  112525. declare module BABYLON {
  112526. /**
  112527. * This represents a texture coming from an HDR input.
  112528. *
  112529. * The only supported format is currently panorama picture stored in RGBE format.
  112530. * Example of such files can be found on HDRLib: http://hdrlib.com/
  112531. */
  112532. export class HDRCubeTexture extends BaseTexture {
  112533. private static _facesMapping;
  112534. private _generateHarmonics;
  112535. private _noMipmap;
  112536. private _textureMatrix;
  112537. private _size;
  112538. private _onLoad;
  112539. private _onError;
  112540. /**
  112541. * The texture URL.
  112542. */
  112543. url: string;
  112544. /**
  112545. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  112546. */
  112547. coordinatesMode: number;
  112548. protected _isBlocking: boolean;
  112549. /**
  112550. * Sets wether or not the texture is blocking during loading.
  112551. */
  112552. /**
  112553. * Gets wether or not the texture is blocking during loading.
  112554. */
  112555. isBlocking: boolean;
  112556. protected _rotationY: number;
  112557. /**
  112558. * Sets texture matrix rotation angle around Y axis in radians.
  112559. */
  112560. /**
  112561. * Gets texture matrix rotation angle around Y axis radians.
  112562. */
  112563. rotationY: number;
  112564. /**
  112565. * Gets or sets the center of the bounding box associated with the cube texture
  112566. * It must define where the camera used to render the texture was set
  112567. */
  112568. boundingBoxPosition: Vector3;
  112569. private _boundingBoxSize;
  112570. /**
  112571. * Gets or sets the size of the bounding box associated with the cube texture
  112572. * When defined, the cubemap will switch to local mode
  112573. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  112574. * @example https://www.babylonjs-playground.com/#RNASML
  112575. */
  112576. boundingBoxSize: Vector3;
  112577. /**
  112578. * Instantiates an HDRTexture from the following parameters.
  112579. *
  112580. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  112581. * @param scene The scene the texture will be used in
  112582. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  112583. * @param noMipmap Forces to not generate the mipmap if true
  112584. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  112585. * @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)
  112586. * @param reserved Reserved flag for internal use.
  112587. */
  112588. 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>);
  112589. /**
  112590. * Get the current class name of the texture useful for serialization or dynamic coding.
  112591. * @returns "HDRCubeTexture"
  112592. */
  112593. getClassName(): string;
  112594. /**
  112595. * Occurs when the file is raw .hdr file.
  112596. */
  112597. private loadTexture;
  112598. clone(): HDRCubeTexture;
  112599. delayLoad(): void;
  112600. /**
  112601. * Get the texture reflection matrix used to rotate/transform the reflection.
  112602. * @returns the reflection matrix
  112603. */
  112604. getReflectionTextureMatrix(): Matrix;
  112605. /**
  112606. * Set the texture reflection matrix used to rotate/transform the reflection.
  112607. * @param value Define the reflection matrix to set
  112608. */
  112609. setReflectionTextureMatrix(value: Matrix): void;
  112610. /**
  112611. * Parses a JSON representation of an HDR Texture in order to create the texture
  112612. * @param parsedTexture Define the JSON representation
  112613. * @param scene Define the scene the texture should be created in
  112614. * @param rootUrl Define the root url in case we need to load relative dependencies
  112615. * @returns the newly created texture after parsing
  112616. */
  112617. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  112618. serialize(): any;
  112619. }
  112620. }
  112621. declare module BABYLON {
  112622. /**
  112623. * Class used to control physics engine
  112624. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  112625. */
  112626. export class PhysicsEngine implements IPhysicsEngine {
  112627. private _physicsPlugin;
  112628. /**
  112629. * Global value used to control the smallest number supported by the simulation
  112630. */
  112631. static Epsilon: number;
  112632. private _impostors;
  112633. private _joints;
  112634. /**
  112635. * Gets the gravity vector used by the simulation
  112636. */
  112637. gravity: Vector3;
  112638. /**
  112639. * Factory used to create the default physics plugin.
  112640. * @returns The default physics plugin
  112641. */
  112642. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  112643. /**
  112644. * Creates a new Physics Engine
  112645. * @param gravity defines the gravity vector used by the simulation
  112646. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  112647. */
  112648. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  112649. /**
  112650. * Sets the gravity vector used by the simulation
  112651. * @param gravity defines the gravity vector to use
  112652. */
  112653. setGravity(gravity: Vector3): void;
  112654. /**
  112655. * Set the time step of the physics engine.
  112656. * Default is 1/60.
  112657. * To slow it down, enter 1/600 for example.
  112658. * To speed it up, 1/30
  112659. * @param newTimeStep defines the new timestep to apply to this world.
  112660. */
  112661. setTimeStep(newTimeStep?: number): void;
  112662. /**
  112663. * Get the time step of the physics engine.
  112664. * @returns the current time step
  112665. */
  112666. getTimeStep(): number;
  112667. /**
  112668. * Release all resources
  112669. */
  112670. dispose(): void;
  112671. /**
  112672. * Gets the name of the current physics plugin
  112673. * @returns the name of the plugin
  112674. */
  112675. getPhysicsPluginName(): string;
  112676. /**
  112677. * Adding a new impostor for the impostor tracking.
  112678. * This will be done by the impostor itself.
  112679. * @param impostor the impostor to add
  112680. */
  112681. addImpostor(impostor: PhysicsImpostor): void;
  112682. /**
  112683. * Remove an impostor from the engine.
  112684. * This impostor and its mesh will not longer be updated by the physics engine.
  112685. * @param impostor the impostor to remove
  112686. */
  112687. removeImpostor(impostor: PhysicsImpostor): void;
  112688. /**
  112689. * Add a joint to the physics engine
  112690. * @param mainImpostor defines the main impostor to which the joint is added.
  112691. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  112692. * @param joint defines the joint that will connect both impostors.
  112693. */
  112694. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  112695. /**
  112696. * Removes a joint from the simulation
  112697. * @param mainImpostor defines the impostor used with the joint
  112698. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  112699. * @param joint defines the joint to remove
  112700. */
  112701. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  112702. /**
  112703. * Called by the scene. No need to call it.
  112704. * @param delta defines the timespam between frames
  112705. */
  112706. _step(delta: number): void;
  112707. /**
  112708. * Gets the current plugin used to run the simulation
  112709. * @returns current plugin
  112710. */
  112711. getPhysicsPlugin(): IPhysicsEnginePlugin;
  112712. /**
  112713. * Gets the list of physic impostors
  112714. * @returns an array of PhysicsImpostor
  112715. */
  112716. getImpostors(): Array<PhysicsImpostor>;
  112717. /**
  112718. * Gets the impostor for a physics enabled object
  112719. * @param object defines the object impersonated by the impostor
  112720. * @returns the PhysicsImpostor or null if not found
  112721. */
  112722. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  112723. /**
  112724. * Gets the impostor for a physics body object
  112725. * @param body defines physics body used by the impostor
  112726. * @returns the PhysicsImpostor or null if not found
  112727. */
  112728. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  112729. /**
  112730. * Does a raycast in the physics world
  112731. * @param from when should the ray start?
  112732. * @param to when should the ray end?
  112733. * @returns PhysicsRaycastResult
  112734. */
  112735. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  112736. }
  112737. }
  112738. declare module BABYLON {
  112739. /** @hidden */
  112740. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  112741. private _useDeltaForWorldStep;
  112742. world: any;
  112743. name: string;
  112744. private _physicsMaterials;
  112745. private _fixedTimeStep;
  112746. private _cannonRaycastResult;
  112747. private _raycastResult;
  112748. private _physicsBodysToRemoveAfterStep;
  112749. BJSCANNON: any;
  112750. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  112751. setGravity(gravity: Vector3): void;
  112752. setTimeStep(timeStep: number): void;
  112753. getTimeStep(): number;
  112754. executeStep(delta: number): void;
  112755. private _removeMarkedPhysicsBodiesFromWorld;
  112756. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  112757. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  112758. generatePhysicsBody(impostor: PhysicsImpostor): void;
  112759. private _processChildMeshes;
  112760. removePhysicsBody(impostor: PhysicsImpostor): void;
  112761. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  112762. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  112763. private _addMaterial;
  112764. private _checkWithEpsilon;
  112765. private _createShape;
  112766. private _createHeightmap;
  112767. private _minus90X;
  112768. private _plus90X;
  112769. private _tmpPosition;
  112770. private _tmpDeltaPosition;
  112771. private _tmpUnityRotation;
  112772. private _updatePhysicsBodyTransformation;
  112773. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  112774. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  112775. isSupported(): boolean;
  112776. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  112777. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  112778. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  112779. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  112780. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  112781. getBodyMass(impostor: PhysicsImpostor): number;
  112782. getBodyFriction(impostor: PhysicsImpostor): number;
  112783. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  112784. getBodyRestitution(impostor: PhysicsImpostor): number;
  112785. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  112786. sleepBody(impostor: PhysicsImpostor): void;
  112787. wakeUpBody(impostor: PhysicsImpostor): void;
  112788. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  112789. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  112790. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  112791. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  112792. getRadius(impostor: PhysicsImpostor): number;
  112793. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  112794. dispose(): void;
  112795. private _extendNamespace;
  112796. /**
  112797. * Does a raycast in the physics world
  112798. * @param from when should the ray start?
  112799. * @param to when should the ray end?
  112800. * @returns PhysicsRaycastResult
  112801. */
  112802. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  112803. }
  112804. }
  112805. declare module BABYLON {
  112806. /** @hidden */
  112807. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  112808. world: any;
  112809. name: string;
  112810. BJSOIMO: any;
  112811. private _raycastResult;
  112812. constructor(iterations?: number, oimoInjection?: any);
  112813. setGravity(gravity: Vector3): void;
  112814. setTimeStep(timeStep: number): void;
  112815. getTimeStep(): number;
  112816. private _tmpImpostorsArray;
  112817. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  112818. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  112819. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  112820. generatePhysicsBody(impostor: PhysicsImpostor): void;
  112821. private _tmpPositionVector;
  112822. removePhysicsBody(impostor: PhysicsImpostor): void;
  112823. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  112824. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  112825. isSupported(): boolean;
  112826. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  112827. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  112828. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  112829. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  112830. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  112831. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  112832. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  112833. getBodyMass(impostor: PhysicsImpostor): number;
  112834. getBodyFriction(impostor: PhysicsImpostor): number;
  112835. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  112836. getBodyRestitution(impostor: PhysicsImpostor): number;
  112837. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  112838. sleepBody(impostor: PhysicsImpostor): void;
  112839. wakeUpBody(impostor: PhysicsImpostor): void;
  112840. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  112841. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  112842. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  112843. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  112844. getRadius(impostor: PhysicsImpostor): number;
  112845. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  112846. dispose(): void;
  112847. /**
  112848. * Does a raycast in the physics world
  112849. * @param from when should the ray start?
  112850. * @param to when should the ray end?
  112851. * @returns PhysicsRaycastResult
  112852. */
  112853. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  112854. }
  112855. }
  112856. declare module BABYLON {
  112857. /**
  112858. * Class containing static functions to help procedurally build meshes
  112859. */
  112860. export class RibbonBuilder {
  112861. /**
  112862. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  112863. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  112864. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  112865. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  112866. * * 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
  112867. * * 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
  112868. * * 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
  112869. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112870. * * If you create a double-sided mesh, you can choose what parts of 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
  112871. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  112872. * * 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
  112873. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  112874. * * 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
  112875. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  112876. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112877. * @param name defines the name of the mesh
  112878. * @param options defines the options used to create the mesh
  112879. * @param scene defines the hosting scene
  112880. * @returns the ribbon mesh
  112881. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  112882. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  112883. */
  112884. static CreateRibbon(name: string, options: {
  112885. pathArray: Vector3[][];
  112886. closeArray?: boolean;
  112887. closePath?: boolean;
  112888. offset?: number;
  112889. updatable?: boolean;
  112890. sideOrientation?: number;
  112891. frontUVs?: Vector4;
  112892. backUVs?: Vector4;
  112893. instance?: Mesh;
  112894. invertUV?: boolean;
  112895. uvs?: Vector2[];
  112896. colors?: Color4[];
  112897. }, scene?: Nullable<Scene>): Mesh;
  112898. }
  112899. }
  112900. declare module BABYLON {
  112901. /**
  112902. * Class containing static functions to help procedurally build meshes
  112903. */
  112904. export class ShapeBuilder {
  112905. /**
  112906. * 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.
  112907. * * 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.
  112908. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  112909. * * 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.
  112910. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  112911. * * 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
  112912. * * 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
  112913. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  112914. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112915. * * If you create a double-sided mesh, you can choose what parts of 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
  112916. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  112917. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  112918. * @param name defines the name of the mesh
  112919. * @param options defines the options used to create the mesh
  112920. * @param scene defines the hosting scene
  112921. * @returns the extruded shape mesh
  112922. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  112923. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  112924. */
  112925. static ExtrudeShape(name: string, options: {
  112926. shape: Vector3[];
  112927. path: Vector3[];
  112928. scale?: number;
  112929. rotation?: number;
  112930. cap?: number;
  112931. updatable?: boolean;
  112932. sideOrientation?: number;
  112933. frontUVs?: Vector4;
  112934. backUVs?: Vector4;
  112935. instance?: Mesh;
  112936. invertUV?: boolean;
  112937. }, scene?: Nullable<Scene>): Mesh;
  112938. /**
  112939. * Creates an custom extruded shape mesh.
  112940. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  112941. * * 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.
  112942. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  112943. * * 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
  112944. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  112945. * * 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
  112946. * * It must returns a float value that will be the scale value applied to the shape on each path point
  112947. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  112948. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  112949. * * 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
  112950. * * 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
  112951. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  112952. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112953. * * If you create a double-sided mesh, you can choose what parts of 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
  112954. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  112955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112956. * @param name defines the name of the mesh
  112957. * @param options defines the options used to create the mesh
  112958. * @param scene defines the hosting scene
  112959. * @returns the custom extruded shape mesh
  112960. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  112961. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  112962. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  112963. */
  112964. static ExtrudeShapeCustom(name: string, options: {
  112965. shape: Vector3[];
  112966. path: Vector3[];
  112967. scaleFunction?: any;
  112968. rotationFunction?: any;
  112969. ribbonCloseArray?: boolean;
  112970. ribbonClosePath?: boolean;
  112971. cap?: number;
  112972. updatable?: boolean;
  112973. sideOrientation?: number;
  112974. frontUVs?: Vector4;
  112975. backUVs?: Vector4;
  112976. instance?: Mesh;
  112977. invertUV?: boolean;
  112978. }, scene?: Nullable<Scene>): Mesh;
  112979. private static _ExtrudeShapeGeneric;
  112980. }
  112981. }
  112982. declare module BABYLON {
  112983. /**
  112984. * AmmoJS Physics plugin
  112985. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  112986. * @see https://github.com/kripken/ammo.js/
  112987. */
  112988. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  112989. private _useDeltaForWorldStep;
  112990. /**
  112991. * Reference to the Ammo library
  112992. */
  112993. bjsAMMO: any;
  112994. /**
  112995. * Created ammoJS world which physics bodies are added to
  112996. */
  112997. world: any;
  112998. /**
  112999. * Name of the plugin
  113000. */
  113001. name: string;
  113002. private _timeStep;
  113003. private _fixedTimeStep;
  113004. private _maxSteps;
  113005. private _tmpQuaternion;
  113006. private _tmpAmmoTransform;
  113007. private _tmpAmmoQuaternion;
  113008. private _tmpAmmoConcreteContactResultCallback;
  113009. private _collisionConfiguration;
  113010. private _dispatcher;
  113011. private _overlappingPairCache;
  113012. private _solver;
  113013. private _softBodySolver;
  113014. private _tmpAmmoVectorA;
  113015. private _tmpAmmoVectorB;
  113016. private _tmpAmmoVectorC;
  113017. private _tmpAmmoVectorD;
  113018. private _tmpContactCallbackResult;
  113019. private _tmpAmmoVectorRCA;
  113020. private _tmpAmmoVectorRCB;
  113021. private _raycastResult;
  113022. private static readonly DISABLE_COLLISION_FLAG;
  113023. private static readonly KINEMATIC_FLAG;
  113024. private static readonly DISABLE_DEACTIVATION_FLAG;
  113025. /**
  113026. * Initializes the ammoJS plugin
  113027. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113028. * @param ammoInjection can be used to inject your own ammo reference
  113029. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113030. */
  113031. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113032. /**
  113033. * Sets the gravity of the physics world (m/(s^2))
  113034. * @param gravity Gravity to set
  113035. */
  113036. setGravity(gravity: Vector3): void;
  113037. /**
  113038. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113039. * @param timeStep timestep to use in seconds
  113040. */
  113041. setTimeStep(timeStep: number): void;
  113042. /**
  113043. * 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)
  113044. * @param fixedTimeStep fixedTimeStep to use in seconds
  113045. */
  113046. setFixedTimeStep(fixedTimeStep: number): void;
  113047. /**
  113048. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113049. * @param maxSteps the maximum number of steps by the physics engine per frame
  113050. */
  113051. setMaxSteps(maxSteps: number): void;
  113052. /**
  113053. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113054. * @returns the current timestep in seconds
  113055. */
  113056. getTimeStep(): number;
  113057. private _isImpostorInContact;
  113058. private _isImpostorPairInContact;
  113059. private _stepSimulation;
  113060. /**
  113061. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113062. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113063. * After the step the babylon meshes are set to the position of the physics imposters
  113064. * @param delta amount of time to step forward
  113065. * @param impostors array of imposters to update before/after the step
  113066. */
  113067. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113068. /**
  113069. * Update babylon mesh to match physics world object
  113070. * @param impostor imposter to match
  113071. */
  113072. private _afterSoftStep;
  113073. /**
  113074. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113075. * @param impostor imposter to match
  113076. */
  113077. private _ropeStep;
  113078. /**
  113079. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113080. * @param impostor imposter to match
  113081. */
  113082. private _softbodyOrClothStep;
  113083. private _tmpVector;
  113084. private _tmpMatrix;
  113085. /**
  113086. * Applies an impulse on the imposter
  113087. * @param impostor imposter to apply impulse to
  113088. * @param force amount of force to be applied to the imposter
  113089. * @param contactPoint the location to apply the impulse on the imposter
  113090. */
  113091. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113092. /**
  113093. * Applies a force on the imposter
  113094. * @param impostor imposter to apply force
  113095. * @param force amount of force to be applied to the imposter
  113096. * @param contactPoint the location to apply the force on the imposter
  113097. */
  113098. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113099. /**
  113100. * Creates a physics body using the plugin
  113101. * @param impostor the imposter to create the physics body on
  113102. */
  113103. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113104. /**
  113105. * Removes the physics body from the imposter and disposes of the body's memory
  113106. * @param impostor imposter to remove the physics body from
  113107. */
  113108. removePhysicsBody(impostor: PhysicsImpostor): void;
  113109. /**
  113110. * Generates a joint
  113111. * @param impostorJoint the imposter joint to create the joint with
  113112. */
  113113. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113114. /**
  113115. * Removes a joint
  113116. * @param impostorJoint the imposter joint to remove the joint from
  113117. */
  113118. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113119. private _addMeshVerts;
  113120. /**
  113121. * Initialise the soft body vertices to match its object's (mesh) vertices
  113122. * Softbody vertices (nodes) are in world space and to match this
  113123. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113124. * @param impostor to create the softbody for
  113125. */
  113126. private _softVertexData;
  113127. /**
  113128. * Create an impostor's soft body
  113129. * @param impostor to create the softbody for
  113130. */
  113131. private _createSoftbody;
  113132. /**
  113133. * Create cloth for an impostor
  113134. * @param impostor to create the softbody for
  113135. */
  113136. private _createCloth;
  113137. /**
  113138. * Create rope for an impostor
  113139. * @param impostor to create the softbody for
  113140. */
  113141. private _createRope;
  113142. private _addHullVerts;
  113143. private _createShape;
  113144. /**
  113145. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113146. * @param impostor imposter containing the physics body and babylon object
  113147. */
  113148. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113149. /**
  113150. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113151. * @param impostor imposter containing the physics body and babylon object
  113152. * @param newPosition new position
  113153. * @param newRotation new rotation
  113154. */
  113155. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113156. /**
  113157. * If this plugin is supported
  113158. * @returns true if its supported
  113159. */
  113160. isSupported(): boolean;
  113161. /**
  113162. * Sets the linear velocity of the physics body
  113163. * @param impostor imposter to set the velocity on
  113164. * @param velocity velocity to set
  113165. */
  113166. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113167. /**
  113168. * Sets the angular velocity of the physics body
  113169. * @param impostor imposter to set the velocity on
  113170. * @param velocity velocity to set
  113171. */
  113172. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113173. /**
  113174. * gets the linear velocity
  113175. * @param impostor imposter to get linear velocity from
  113176. * @returns linear velocity
  113177. */
  113178. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113179. /**
  113180. * gets the angular velocity
  113181. * @param impostor imposter to get angular velocity from
  113182. * @returns angular velocity
  113183. */
  113184. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113185. /**
  113186. * Sets the mass of physics body
  113187. * @param impostor imposter to set the mass on
  113188. * @param mass mass to set
  113189. */
  113190. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113191. /**
  113192. * Gets the mass of the physics body
  113193. * @param impostor imposter to get the mass from
  113194. * @returns mass
  113195. */
  113196. getBodyMass(impostor: PhysicsImpostor): number;
  113197. /**
  113198. * Gets friction of the impostor
  113199. * @param impostor impostor to get friction from
  113200. * @returns friction value
  113201. */
  113202. getBodyFriction(impostor: PhysicsImpostor): number;
  113203. /**
  113204. * Sets friction of the impostor
  113205. * @param impostor impostor to set friction on
  113206. * @param friction friction value
  113207. */
  113208. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113209. /**
  113210. * Gets restitution of the impostor
  113211. * @param impostor impostor to get restitution from
  113212. * @returns restitution value
  113213. */
  113214. getBodyRestitution(impostor: PhysicsImpostor): number;
  113215. /**
  113216. * Sets resitution of the impostor
  113217. * @param impostor impostor to set resitution on
  113218. * @param restitution resitution value
  113219. */
  113220. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113221. /**
  113222. * Gets pressure inside the impostor
  113223. * @param impostor impostor to get pressure from
  113224. * @returns pressure value
  113225. */
  113226. getBodyPressure(impostor: PhysicsImpostor): number;
  113227. /**
  113228. * Sets pressure inside a soft body impostor
  113229. * Cloth and rope must remain 0 pressure
  113230. * @param impostor impostor to set pressure on
  113231. * @param pressure pressure value
  113232. */
  113233. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  113234. /**
  113235. * Gets stiffness of the impostor
  113236. * @param impostor impostor to get stiffness from
  113237. * @returns pressure value
  113238. */
  113239. getBodyStiffness(impostor: PhysicsImpostor): number;
  113240. /**
  113241. * Sets stiffness of the impostor
  113242. * @param impostor impostor to set stiffness on
  113243. * @param stiffness stiffness value from 0 to 1
  113244. */
  113245. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  113246. /**
  113247. * Gets velocityIterations of the impostor
  113248. * @param impostor impostor to get velocity iterations from
  113249. * @returns velocityIterations value
  113250. */
  113251. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  113252. /**
  113253. * Sets velocityIterations of the impostor
  113254. * @param impostor impostor to set velocity iterations on
  113255. * @param velocityIterations velocityIterations value
  113256. */
  113257. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  113258. /**
  113259. * Gets positionIterations of the impostor
  113260. * @param impostor impostor to get position iterations from
  113261. * @returns positionIterations value
  113262. */
  113263. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  113264. /**
  113265. * Sets positionIterations of the impostor
  113266. * @param impostor impostor to set position on
  113267. * @param positionIterations positionIterations value
  113268. */
  113269. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  113270. /**
  113271. * Append an anchor to a cloth object
  113272. * @param impostor is the cloth impostor to add anchor to
  113273. * @param otherImpostor is the rigid impostor to anchor to
  113274. * @param width ratio across width from 0 to 1
  113275. * @param height ratio up height from 0 to 1
  113276. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  113277. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113278. */
  113279. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113280. /**
  113281. * Append an hook to a rope object
  113282. * @param impostor is the rope impostor to add hook to
  113283. * @param otherImpostor is the rigid impostor to hook to
  113284. * @param length ratio along the rope from 0 to 1
  113285. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  113286. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113287. */
  113288. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113289. /**
  113290. * Sleeps the physics body and stops it from being active
  113291. * @param impostor impostor to sleep
  113292. */
  113293. sleepBody(impostor: PhysicsImpostor): void;
  113294. /**
  113295. * Activates the physics body
  113296. * @param impostor impostor to activate
  113297. */
  113298. wakeUpBody(impostor: PhysicsImpostor): void;
  113299. /**
  113300. * Updates the distance parameters of the joint
  113301. * @param joint joint to update
  113302. * @param maxDistance maximum distance of the joint
  113303. * @param minDistance minimum distance of the joint
  113304. */
  113305. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113306. /**
  113307. * Sets a motor on the joint
  113308. * @param joint joint to set motor on
  113309. * @param speed speed of the motor
  113310. * @param maxForce maximum force of the motor
  113311. * @param motorIndex index of the motor
  113312. */
  113313. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113314. /**
  113315. * Sets the motors limit
  113316. * @param joint joint to set limit on
  113317. * @param upperLimit upper limit
  113318. * @param lowerLimit lower limit
  113319. */
  113320. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113321. /**
  113322. * Syncs the position and rotation of a mesh with the impostor
  113323. * @param mesh mesh to sync
  113324. * @param impostor impostor to update the mesh with
  113325. */
  113326. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113327. /**
  113328. * Gets the radius of the impostor
  113329. * @param impostor impostor to get radius from
  113330. * @returns the radius
  113331. */
  113332. getRadius(impostor: PhysicsImpostor): number;
  113333. /**
  113334. * Gets the box size of the impostor
  113335. * @param impostor impostor to get box size from
  113336. * @param result the resulting box size
  113337. */
  113338. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113339. /**
  113340. * Disposes of the impostor
  113341. */
  113342. dispose(): void;
  113343. /**
  113344. * Does a raycast in the physics world
  113345. * @param from when should the ray start?
  113346. * @param to when should the ray end?
  113347. * @returns PhysicsRaycastResult
  113348. */
  113349. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113350. }
  113351. }
  113352. declare module BABYLON {
  113353. interface AbstractScene {
  113354. /**
  113355. * The list of reflection probes added to the scene
  113356. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113357. */
  113358. reflectionProbes: Array<ReflectionProbe>;
  113359. /**
  113360. * Removes the given reflection probe from this scene.
  113361. * @param toRemove The reflection probe to remove
  113362. * @returns The index of the removed reflection probe
  113363. */
  113364. removeReflectionProbe(toRemove: ReflectionProbe): number;
  113365. /**
  113366. * Adds the given reflection probe to this scene.
  113367. * @param newReflectionProbe The reflection probe to add
  113368. */
  113369. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  113370. }
  113371. /**
  113372. * Class used to generate realtime reflection / refraction cube textures
  113373. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113374. */
  113375. export class ReflectionProbe {
  113376. /** defines the name of the probe */
  113377. name: string;
  113378. private _scene;
  113379. private _renderTargetTexture;
  113380. private _projectionMatrix;
  113381. private _viewMatrix;
  113382. private _target;
  113383. private _add;
  113384. private _attachedMesh;
  113385. private _invertYAxis;
  113386. /** Gets or sets probe position (center of the cube map) */
  113387. position: Vector3;
  113388. /**
  113389. * Creates a new reflection probe
  113390. * @param name defines the name of the probe
  113391. * @param size defines the texture resolution (for each face)
  113392. * @param scene defines the hosting scene
  113393. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  113394. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  113395. */
  113396. constructor(
  113397. /** defines the name of the probe */
  113398. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  113399. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  113400. samples: number;
  113401. /** Gets or sets the refresh rate to use (on every frame by default) */
  113402. refreshRate: number;
  113403. /**
  113404. * Gets the hosting scene
  113405. * @returns a Scene
  113406. */
  113407. getScene(): Scene;
  113408. /** Gets the internal CubeTexture used to render to */
  113409. readonly cubeTexture: RenderTargetTexture;
  113410. /** Gets the list of meshes to render */
  113411. readonly renderList: Nullable<AbstractMesh[]>;
  113412. /**
  113413. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113414. * @param mesh defines the mesh to attach to
  113415. */
  113416. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113417. /**
  113418. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113419. * @param renderingGroupId The rendering group id corresponding to its index
  113420. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113421. */
  113422. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  113423. /**
  113424. * Clean all associated resources
  113425. */
  113426. dispose(): void;
  113427. /**
  113428. * Converts the reflection probe information to a readable string for debug purpose.
  113429. * @param fullDetails Supports for multiple levels of logging within scene loading
  113430. * @returns the human readable reflection probe info
  113431. */
  113432. toString(fullDetails?: boolean): string;
  113433. /**
  113434. * Get the class name of the relfection probe.
  113435. * @returns "ReflectionProbe"
  113436. */
  113437. getClassName(): string;
  113438. /**
  113439. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  113440. * @returns The JSON representation of the texture
  113441. */
  113442. serialize(): any;
  113443. /**
  113444. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  113445. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  113446. * @param scene Define the scene the parsed reflection probe should be instantiated in
  113447. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  113448. * @returns The parsed reflection probe if successful
  113449. */
  113450. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  113451. }
  113452. }
  113453. declare module BABYLON {
  113454. /** @hidden */
  113455. export var _BabylonLoaderRegistered: boolean;
  113456. }
  113457. declare module BABYLON {
  113458. /**
  113459. * The Physically based simple base material of BJS.
  113460. *
  113461. * This enables better naming and convention enforcements on top of the pbrMaterial.
  113462. * It is used as the base class for both the specGloss and metalRough conventions.
  113463. */
  113464. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  113465. /**
  113466. * Number of Simultaneous lights allowed on the material.
  113467. */
  113468. maxSimultaneousLights: number;
  113469. /**
  113470. * If sets to true, disables all the lights affecting the material.
  113471. */
  113472. disableLighting: boolean;
  113473. /**
  113474. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  113475. */
  113476. environmentTexture: BaseTexture;
  113477. /**
  113478. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113479. */
  113480. invertNormalMapX: boolean;
  113481. /**
  113482. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113483. */
  113484. invertNormalMapY: boolean;
  113485. /**
  113486. * Normal map used in the model.
  113487. */
  113488. normalTexture: BaseTexture;
  113489. /**
  113490. * Emissivie color used to self-illuminate the model.
  113491. */
  113492. emissiveColor: Color3;
  113493. /**
  113494. * Emissivie texture used to self-illuminate the model.
  113495. */
  113496. emissiveTexture: BaseTexture;
  113497. /**
  113498. * Occlusion Channel Strenght.
  113499. */
  113500. occlusionStrength: number;
  113501. /**
  113502. * Occlusion Texture of the material (adding extra occlusion effects).
  113503. */
  113504. occlusionTexture: BaseTexture;
  113505. /**
  113506. * Defines the alpha limits in alpha test mode.
  113507. */
  113508. alphaCutOff: number;
  113509. /**
  113510. * Gets the current double sided mode.
  113511. */
  113512. /**
  113513. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113514. */
  113515. doubleSided: boolean;
  113516. /**
  113517. * Stores the pre-calculated light information of a mesh in a texture.
  113518. */
  113519. lightmapTexture: BaseTexture;
  113520. /**
  113521. * If true, the light map contains occlusion information instead of lighting info.
  113522. */
  113523. useLightmapAsShadowmap: boolean;
  113524. /**
  113525. * Instantiates a new PBRMaterial instance.
  113526. *
  113527. * @param name The material name
  113528. * @param scene The scene the material will be use in.
  113529. */
  113530. constructor(name: string, scene: Scene);
  113531. getClassName(): string;
  113532. }
  113533. }
  113534. declare module BABYLON {
  113535. /**
  113536. * The PBR material of BJS following the metal roughness convention.
  113537. *
  113538. * This fits to the PBR convention in the GLTF definition:
  113539. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  113540. */
  113541. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  113542. /**
  113543. * The base color has two different interpretations depending on the value of metalness.
  113544. * When the material is a metal, the base color is the specific measured reflectance value
  113545. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  113546. * of the material.
  113547. */
  113548. baseColor: Color3;
  113549. /**
  113550. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  113551. * well as opacity information in the alpha channel.
  113552. */
  113553. baseTexture: BaseTexture;
  113554. /**
  113555. * Specifies the metallic scalar value of the material.
  113556. * Can also be used to scale the metalness values of the metallic texture.
  113557. */
  113558. metallic: number;
  113559. /**
  113560. * Specifies the roughness scalar value of the material.
  113561. * Can also be used to scale the roughness values of the metallic texture.
  113562. */
  113563. roughness: number;
  113564. /**
  113565. * Texture containing both the metallic value in the B channel and the
  113566. * roughness value in the G channel to keep better precision.
  113567. */
  113568. metallicRoughnessTexture: BaseTexture;
  113569. /**
  113570. * Instantiates a new PBRMetalRoughnessMaterial instance.
  113571. *
  113572. * @param name The material name
  113573. * @param scene The scene the material will be use in.
  113574. */
  113575. constructor(name: string, scene: Scene);
  113576. /**
  113577. * Return the currrent class name of the material.
  113578. */
  113579. getClassName(): string;
  113580. /**
  113581. * Makes a duplicate of the current material.
  113582. * @param name - name to use for the new material.
  113583. */
  113584. clone(name: string): PBRMetallicRoughnessMaterial;
  113585. /**
  113586. * Serialize the material to a parsable JSON object.
  113587. */
  113588. serialize(): any;
  113589. /**
  113590. * Parses a JSON object correponding to the serialize function.
  113591. */
  113592. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  113593. }
  113594. }
  113595. declare module BABYLON {
  113596. /**
  113597. * The PBR material of BJS following the specular glossiness convention.
  113598. *
  113599. * This fits to the PBR convention in the GLTF definition:
  113600. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  113601. */
  113602. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  113603. /**
  113604. * Specifies the diffuse color of the material.
  113605. */
  113606. diffuseColor: Color3;
  113607. /**
  113608. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  113609. * channel.
  113610. */
  113611. diffuseTexture: BaseTexture;
  113612. /**
  113613. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  113614. */
  113615. specularColor: Color3;
  113616. /**
  113617. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  113618. */
  113619. glossiness: number;
  113620. /**
  113621. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  113622. */
  113623. specularGlossinessTexture: BaseTexture;
  113624. /**
  113625. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  113626. *
  113627. * @param name The material name
  113628. * @param scene The scene the material will be use in.
  113629. */
  113630. constructor(name: string, scene: Scene);
  113631. /**
  113632. * Return the currrent class name of the material.
  113633. */
  113634. getClassName(): string;
  113635. /**
  113636. * Makes a duplicate of the current material.
  113637. * @param name - name to use for the new material.
  113638. */
  113639. clone(name: string): PBRSpecularGlossinessMaterial;
  113640. /**
  113641. * Serialize the material to a parsable JSON object.
  113642. */
  113643. serialize(): any;
  113644. /**
  113645. * Parses a JSON object correponding to the serialize function.
  113646. */
  113647. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  113648. }
  113649. }
  113650. declare module BABYLON {
  113651. /**
  113652. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  113653. * It can help converting any input color in a desired output one. This can then be used to create effects
  113654. * from sepia, black and white to sixties or futuristic rendering...
  113655. *
  113656. * The only supported format is currently 3dl.
  113657. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  113658. */
  113659. export class ColorGradingTexture extends BaseTexture {
  113660. /**
  113661. * The current texture matrix. (will always be identity in color grading texture)
  113662. */
  113663. private _textureMatrix;
  113664. /**
  113665. * The texture URL.
  113666. */
  113667. url: string;
  113668. /**
  113669. * Empty line regex stored for GC.
  113670. */
  113671. private static _noneEmptyLineRegex;
  113672. private _engine;
  113673. /**
  113674. * Instantiates a ColorGradingTexture from the following parameters.
  113675. *
  113676. * @param url The location of the color gradind data (currently only supporting 3dl)
  113677. * @param scene The scene the texture will be used in
  113678. */
  113679. constructor(url: string, scene: Scene);
  113680. /**
  113681. * Returns the texture matrix used in most of the material.
  113682. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  113683. */
  113684. getTextureMatrix(): Matrix;
  113685. /**
  113686. * Occurs when the file being loaded is a .3dl LUT file.
  113687. */
  113688. private load3dlTexture;
  113689. /**
  113690. * Starts the loading process of the texture.
  113691. */
  113692. private loadTexture;
  113693. /**
  113694. * Clones the color gradind texture.
  113695. */
  113696. clone(): ColorGradingTexture;
  113697. /**
  113698. * Called during delayed load for textures.
  113699. */
  113700. delayLoad(): void;
  113701. /**
  113702. * Parses a color grading texture serialized by Babylon.
  113703. * @param parsedTexture The texture information being parsedTexture
  113704. * @param scene The scene to load the texture in
  113705. * @param rootUrl The root url of the data assets to load
  113706. * @return A color gradind texture
  113707. */
  113708. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  113709. /**
  113710. * Serializes the LUT texture to json format.
  113711. */
  113712. serialize(): any;
  113713. }
  113714. }
  113715. declare module BABYLON {
  113716. /**
  113717. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  113718. */
  113719. export class EquiRectangularCubeTexture extends BaseTexture {
  113720. /** The six faces of the cube. */
  113721. private static _FacesMapping;
  113722. private _noMipmap;
  113723. private _onLoad;
  113724. private _onError;
  113725. /** The size of the cubemap. */
  113726. private _size;
  113727. /** The buffer of the image. */
  113728. private _buffer;
  113729. /** The width of the input image. */
  113730. private _width;
  113731. /** The height of the input image. */
  113732. private _height;
  113733. /** The URL to the image. */
  113734. url: string;
  113735. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  113736. coordinatesMode: number;
  113737. /**
  113738. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  113739. * @param url The location of the image
  113740. * @param scene The scene the texture will be used in
  113741. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113742. * @param noMipmap Forces to not generate the mipmap if true
  113743. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  113744. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  113745. * @param onLoad — defines a callback called when texture is loaded
  113746. * @param onError — defines a callback called if there is an error
  113747. */
  113748. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  113749. /**
  113750. * Load the image data, by putting the image on a canvas and extracting its buffer.
  113751. */
  113752. private loadImage;
  113753. /**
  113754. * Convert the image buffer into a cubemap and create a CubeTexture.
  113755. */
  113756. private loadTexture;
  113757. /**
  113758. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  113759. * @param buffer The ArrayBuffer that should be converted.
  113760. * @returns The buffer as Float32Array.
  113761. */
  113762. private getFloat32ArrayFromArrayBuffer;
  113763. /**
  113764. * Get the current class name of the texture useful for serialization or dynamic coding.
  113765. * @returns "EquiRectangularCubeTexture"
  113766. */
  113767. getClassName(): string;
  113768. /**
  113769. * Create a clone of the current EquiRectangularCubeTexture and return it.
  113770. * @returns A clone of the current EquiRectangularCubeTexture.
  113771. */
  113772. clone(): EquiRectangularCubeTexture;
  113773. }
  113774. }
  113775. declare module BABYLON {
  113776. /**
  113777. * Based on jsTGALoader - Javascript loader for TGA file
  113778. * By Vincent Thibault
  113779. * @see http://blog.robrowser.com/javascript-tga-loader.html
  113780. */
  113781. export class TGATools {
  113782. private static _TYPE_INDEXED;
  113783. private static _TYPE_RGB;
  113784. private static _TYPE_GREY;
  113785. private static _TYPE_RLE_INDEXED;
  113786. private static _TYPE_RLE_RGB;
  113787. private static _TYPE_RLE_GREY;
  113788. private static _ORIGIN_MASK;
  113789. private static _ORIGIN_SHIFT;
  113790. private static _ORIGIN_BL;
  113791. private static _ORIGIN_BR;
  113792. private static _ORIGIN_UL;
  113793. private static _ORIGIN_UR;
  113794. /**
  113795. * Gets the header of a TGA file
  113796. * @param data defines the TGA data
  113797. * @returns the header
  113798. */
  113799. static GetTGAHeader(data: Uint8Array): any;
  113800. /**
  113801. * Uploads TGA content to a Babylon Texture
  113802. * @hidden
  113803. */
  113804. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  113805. /** @hidden */
  113806. 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;
  113807. /** @hidden */
  113808. 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;
  113809. /** @hidden */
  113810. 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;
  113811. /** @hidden */
  113812. 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;
  113813. /** @hidden */
  113814. 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;
  113815. /** @hidden */
  113816. 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;
  113817. }
  113818. }
  113819. declare module BABYLON {
  113820. /**
  113821. * Implementation of the TGA Texture Loader.
  113822. * @hidden
  113823. */
  113824. export class _TGATextureLoader implements IInternalTextureLoader {
  113825. /**
  113826. * Defines wether the loader supports cascade loading the different faces.
  113827. */
  113828. readonly supportCascades: boolean;
  113829. /**
  113830. * This returns if the loader support the current file information.
  113831. * @param extension defines the file extension of the file being loaded
  113832. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113833. * @param fallback defines the fallback internal texture if any
  113834. * @param isBase64 defines whether the texture is encoded as a base64
  113835. * @param isBuffer defines whether the texture data are stored as a buffer
  113836. * @returns true if the loader can load the specified file
  113837. */
  113838. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113839. /**
  113840. * Transform the url before loading if required.
  113841. * @param rootUrl the url of the texture
  113842. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113843. * @returns the transformed texture
  113844. */
  113845. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113846. /**
  113847. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113848. * @param rootUrl the url of the texture
  113849. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113850. * @returns the fallback texture
  113851. */
  113852. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113853. /**
  113854. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113855. * @param data contains the texture data
  113856. * @param texture defines the BabylonJS internal texture
  113857. * @param createPolynomials will be true if polynomials have been requested
  113858. * @param onLoad defines the callback to trigger once the texture is ready
  113859. * @param onError defines the callback to trigger in case of error
  113860. */
  113861. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113862. /**
  113863. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113864. * @param data contains the texture data
  113865. * @param texture defines the BabylonJS internal texture
  113866. * @param callback defines the method to call once ready to upload
  113867. */
  113868. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113869. }
  113870. }
  113871. declare module BABYLON {
  113872. /**
  113873. * Info about the .basis files
  113874. */
  113875. class BasisFileInfo {
  113876. /**
  113877. * If the file has alpha
  113878. */
  113879. hasAlpha: boolean;
  113880. /**
  113881. * Info about each image of the basis file
  113882. */
  113883. images: Array<{
  113884. levels: Array<{
  113885. width: number;
  113886. height: number;
  113887. transcodedPixels: ArrayBufferView;
  113888. }>;
  113889. }>;
  113890. }
  113891. /**
  113892. * Result of transcoding a basis file
  113893. */
  113894. class TranscodeResult {
  113895. /**
  113896. * Info about the .basis file
  113897. */
  113898. fileInfo: BasisFileInfo;
  113899. /**
  113900. * Format to use when loading the file
  113901. */
  113902. format: number;
  113903. }
  113904. /**
  113905. * Configuration options for the Basis transcoder
  113906. */
  113907. export class BasisTranscodeConfiguration {
  113908. /**
  113909. * Supported compression formats used to determine the supported output format of the transcoder
  113910. */
  113911. supportedCompressionFormats?: {
  113912. /**
  113913. * etc1 compression format
  113914. */
  113915. etc1?: boolean;
  113916. /**
  113917. * s3tc compression format
  113918. */
  113919. s3tc?: boolean;
  113920. /**
  113921. * pvrtc compression format
  113922. */
  113923. pvrtc?: boolean;
  113924. /**
  113925. * etc2 compression format
  113926. */
  113927. etc2?: boolean;
  113928. };
  113929. /**
  113930. * If mipmap levels should be loaded for transcoded images (Default: true)
  113931. */
  113932. loadMipmapLevels?: boolean;
  113933. /**
  113934. * Index of a single image to load (Default: all images)
  113935. */
  113936. loadSingleImage?: number;
  113937. }
  113938. /**
  113939. * Used to load .Basis files
  113940. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  113941. */
  113942. export class BasisTools {
  113943. private static _IgnoreSupportedFormats;
  113944. /**
  113945. * URL to use when loading the basis transcoder
  113946. */
  113947. static JSModuleURL: string;
  113948. /**
  113949. * URL to use when loading the wasm module for the transcoder
  113950. */
  113951. static WasmModuleURL: string;
  113952. /**
  113953. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  113954. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  113955. * @returns internal format corresponding to the Basis format
  113956. */
  113957. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  113958. private static _WorkerPromise;
  113959. private static _Worker;
  113960. private static _actionId;
  113961. private static _CreateWorkerAsync;
  113962. /**
  113963. * Transcodes a loaded image file to compressed pixel data
  113964. * @param imageData image data to transcode
  113965. * @param config configuration options for the transcoding
  113966. * @returns a promise resulting in the transcoded image
  113967. */
  113968. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  113969. /**
  113970. * Loads a texture from the transcode result
  113971. * @param texture texture load to
  113972. * @param transcodeResult the result of transcoding the basis file to load from
  113973. */
  113974. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  113975. }
  113976. }
  113977. declare module BABYLON {
  113978. /**
  113979. * Loader for .basis file format
  113980. */
  113981. export class _BasisTextureLoader implements IInternalTextureLoader {
  113982. /**
  113983. * Defines whether the loader supports cascade loading the different faces.
  113984. */
  113985. readonly supportCascades: boolean;
  113986. /**
  113987. * This returns if the loader support the current file information.
  113988. * @param extension defines the file extension of the file being loaded
  113989. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113990. * @param fallback defines the fallback internal texture if any
  113991. * @param isBase64 defines whether the texture is encoded as a base64
  113992. * @param isBuffer defines whether the texture data are stored as a buffer
  113993. * @returns true if the loader can load the specified file
  113994. */
  113995. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113996. /**
  113997. * Transform the url before loading if required.
  113998. * @param rootUrl the url of the texture
  113999. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114000. * @returns the transformed texture
  114001. */
  114002. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114003. /**
  114004. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114005. * @param rootUrl the url of the texture
  114006. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114007. * @returns the fallback texture
  114008. */
  114009. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114010. /**
  114011. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114012. * @param data contains the texture data
  114013. * @param texture defines the BabylonJS internal texture
  114014. * @param createPolynomials will be true if polynomials have been requested
  114015. * @param onLoad defines the callback to trigger once the texture is ready
  114016. * @param onError defines the callback to trigger in case of error
  114017. */
  114018. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114019. /**
  114020. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114021. * @param data contains the texture data
  114022. * @param texture defines the BabylonJS internal texture
  114023. * @param callback defines the method to call once ready to upload
  114024. */
  114025. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114026. }
  114027. }
  114028. declare module BABYLON {
  114029. /**
  114030. * 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.
  114031. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114032. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114033. */
  114034. export class CustomProceduralTexture extends ProceduralTexture {
  114035. private _animate;
  114036. private _time;
  114037. private _config;
  114038. private _texturePath;
  114039. /**
  114040. * Instantiates a new Custom Procedural Texture.
  114041. * 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.
  114042. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114043. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114044. * @param name Define the name of the texture
  114045. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114046. * @param size Define the size of the texture to create
  114047. * @param scene Define the scene the texture belongs to
  114048. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114049. * @param generateMipMaps Define if the texture should creates mip maps or not
  114050. */
  114051. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114052. private _loadJson;
  114053. /**
  114054. * Is the texture ready to be used ? (rendered at least once)
  114055. * @returns true if ready, otherwise, false.
  114056. */
  114057. isReady(): boolean;
  114058. /**
  114059. * Render the texture to its associated render target.
  114060. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114061. */
  114062. render(useCameraPostProcess?: boolean): void;
  114063. /**
  114064. * Update the list of dependant textures samplers in the shader.
  114065. */
  114066. updateTextures(): void;
  114067. /**
  114068. * Update the uniform values of the procedural texture in the shader.
  114069. */
  114070. updateShaderUniforms(): void;
  114071. /**
  114072. * Define if the texture animates or not.
  114073. */
  114074. animate: boolean;
  114075. }
  114076. }
  114077. declare module BABYLON {
  114078. /** @hidden */
  114079. export var noisePixelShader: {
  114080. name: string;
  114081. shader: string;
  114082. };
  114083. }
  114084. declare module BABYLON {
  114085. /**
  114086. * Class used to generate noise procedural textures
  114087. */
  114088. export class NoiseProceduralTexture extends ProceduralTexture {
  114089. private _time;
  114090. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114091. brightness: number;
  114092. /** Defines the number of octaves to process */
  114093. octaves: number;
  114094. /** Defines the level of persistence (0.8 by default) */
  114095. persistence: number;
  114096. /** Gets or sets animation speed factor (default is 1) */
  114097. animationSpeedFactor: number;
  114098. /**
  114099. * Creates a new NoiseProceduralTexture
  114100. * @param name defines the name fo the texture
  114101. * @param size defines the size of the texture (default is 256)
  114102. * @param scene defines the hosting scene
  114103. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114104. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114105. */
  114106. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114107. private _updateShaderUniforms;
  114108. protected _getDefines(): string;
  114109. /** Generate the current state of the procedural texture */
  114110. render(useCameraPostProcess?: boolean): void;
  114111. /**
  114112. * Serializes this noise procedural texture
  114113. * @returns a serialized noise procedural texture object
  114114. */
  114115. serialize(): any;
  114116. /**
  114117. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114118. * @param parsedTexture defines parsed texture data
  114119. * @param scene defines the current scene
  114120. * @param rootUrl defines the root URL containing noise procedural texture information
  114121. * @returns a parsed NoiseProceduralTexture
  114122. */
  114123. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114124. }
  114125. }
  114126. declare module BABYLON {
  114127. /**
  114128. * Raw cube texture where the raw buffers are passed in
  114129. */
  114130. export class RawCubeTexture extends CubeTexture {
  114131. /**
  114132. * Creates a cube texture where the raw buffers are passed in.
  114133. * @param scene defines the scene the texture is attached to
  114134. * @param data defines the array of data to use to create each face
  114135. * @param size defines the size of the textures
  114136. * @param format defines the format of the data
  114137. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114138. * @param generateMipMaps defines if the engine should generate the mip levels
  114139. * @param invertY defines if data must be stored with Y axis inverted
  114140. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114141. * @param compression defines the compression used (null by default)
  114142. */
  114143. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114144. /**
  114145. * Updates the raw cube texture.
  114146. * @param data defines the data to store
  114147. * @param format defines the data format
  114148. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114149. * @param invertY defines if data must be stored with Y axis inverted
  114150. * @param compression defines the compression used (null by default)
  114151. * @param level defines which level of the texture to update
  114152. */
  114153. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114154. /**
  114155. * Updates a raw cube texture with RGBD encoded data.
  114156. * @param data defines the array of data [mipmap][face] to use to create each face
  114157. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  114158. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114159. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114160. * @returns a promsie that resolves when the operation is complete
  114161. */
  114162. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  114163. /**
  114164. * Clones the raw cube texture.
  114165. * @return a new cube texture
  114166. */
  114167. clone(): CubeTexture;
  114168. /** @hidden */
  114169. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  114170. }
  114171. }
  114172. declare module BABYLON {
  114173. /**
  114174. * Class used to store 3D textures containing user data
  114175. */
  114176. export class RawTexture3D extends Texture {
  114177. /** Gets or sets the texture format to use */
  114178. format: number;
  114179. private _engine;
  114180. /**
  114181. * Create a new RawTexture3D
  114182. * @param data defines the data of the texture
  114183. * @param width defines the width of the texture
  114184. * @param height defines the height of the texture
  114185. * @param depth defines the depth of the texture
  114186. * @param format defines the texture format to use
  114187. * @param scene defines the hosting scene
  114188. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  114189. * @param invertY defines if texture must be stored with Y axis inverted
  114190. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  114191. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  114192. */
  114193. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  114194. /** Gets or sets the texture format to use */
  114195. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  114196. /**
  114197. * Update the texture with new data
  114198. * @param data defines the data to store in the texture
  114199. */
  114200. update(data: ArrayBufferView): void;
  114201. }
  114202. }
  114203. declare module BABYLON {
  114204. /**
  114205. * Creates a refraction texture used by refraction channel of the standard material.
  114206. * It is like a mirror but to see through a material.
  114207. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114208. */
  114209. export class RefractionTexture extends RenderTargetTexture {
  114210. /**
  114211. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  114212. * 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.
  114213. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114214. */
  114215. refractionPlane: Plane;
  114216. /**
  114217. * Define how deep under the surface we should see.
  114218. */
  114219. depth: number;
  114220. /**
  114221. * Creates a refraction texture used by refraction channel of the standard material.
  114222. * It is like a mirror but to see through a material.
  114223. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114224. * @param name Define the texture name
  114225. * @param size Define the size of the underlying texture
  114226. * @param scene Define the scene the refraction belongs to
  114227. * @param generateMipMaps Define if we need to generate mips level for the refraction
  114228. */
  114229. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  114230. /**
  114231. * Clone the refraction texture.
  114232. * @returns the cloned texture
  114233. */
  114234. clone(): RefractionTexture;
  114235. /**
  114236. * Serialize the texture to a JSON representation you could use in Parse later on
  114237. * @returns the serialized JSON representation
  114238. */
  114239. serialize(): any;
  114240. }
  114241. }
  114242. declare module BABYLON {
  114243. /**
  114244. * Defines the options related to the creation of an HtmlElementTexture
  114245. */
  114246. export interface IHtmlElementTextureOptions {
  114247. /**
  114248. * Defines wether mip maps should be created or not.
  114249. */
  114250. generateMipMaps?: boolean;
  114251. /**
  114252. * Defines the sampling mode of the texture.
  114253. */
  114254. samplingMode?: number;
  114255. /**
  114256. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  114257. */
  114258. engine: Nullable<Engine>;
  114259. /**
  114260. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  114261. */
  114262. scene: Nullable<Scene>;
  114263. }
  114264. /**
  114265. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  114266. * To be as efficient as possible depending on your constraints nothing aside the first upload
  114267. * is automatically managed.
  114268. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  114269. * in your application.
  114270. *
  114271. * As the update is not automatic, you need to call them manually.
  114272. */
  114273. export class HtmlElementTexture extends BaseTexture {
  114274. /**
  114275. * The texture URL.
  114276. */
  114277. element: HTMLVideoElement | HTMLCanvasElement;
  114278. private static readonly DefaultOptions;
  114279. private _textureMatrix;
  114280. private _engine;
  114281. private _isVideo;
  114282. private _generateMipMaps;
  114283. private _samplingMode;
  114284. /**
  114285. * Instantiates a HtmlElementTexture from the following parameters.
  114286. *
  114287. * @param name Defines the name of the texture
  114288. * @param element Defines the video or canvas the texture is filled with
  114289. * @param options Defines the other none mandatory texture creation options
  114290. */
  114291. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  114292. private _createInternalTexture;
  114293. /**
  114294. * Returns the texture matrix used in most of the material.
  114295. */
  114296. getTextureMatrix(): Matrix;
  114297. /**
  114298. * Updates the content of the texture.
  114299. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  114300. */
  114301. update(invertY?: Nullable<boolean>): void;
  114302. }
  114303. }
  114304. declare module BABYLON {
  114305. /**
  114306. * Enum used to define the target of a block
  114307. */
  114308. export enum NodeMaterialBlockTargets {
  114309. /** Vertex shader */
  114310. Vertex = 1,
  114311. /** Fragment shader */
  114312. Fragment = 2,
  114313. /** Neutral */
  114314. Neutral = 4,
  114315. /** Vertex and Fragment */
  114316. VertexAndFragment = 3
  114317. }
  114318. }
  114319. declare module BABYLON {
  114320. /**
  114321. * Defines the kind of connection point for node based material
  114322. */
  114323. export enum NodeMaterialBlockConnectionPointTypes {
  114324. /** Float */
  114325. Float = 1,
  114326. /** Int */
  114327. Int = 2,
  114328. /** Vector2 */
  114329. Vector2 = 4,
  114330. /** Vector3 */
  114331. Vector3 = 8,
  114332. /** Vector4 */
  114333. Vector4 = 16,
  114334. /** Color3 */
  114335. Color3 = 32,
  114336. /** Color4 */
  114337. Color4 = 64,
  114338. /** Matrix */
  114339. Matrix = 128,
  114340. /** Vector3 or Color3 */
  114341. Vector3OrColor3 = 40,
  114342. /** Vector3 or Vector4 */
  114343. Vector3OrVector4 = 24,
  114344. /** Vector4 or Color4 */
  114345. Vector4OrColor4 = 80,
  114346. /** Color3 or Color4 */
  114347. Color3OrColor4 = 96,
  114348. /** Vector2 or Color3 or Color4 */
  114349. Vector2OrColor3OrColor4 = 100,
  114350. /** Vector3 or Color3 or Color4 or Vector4 */
  114351. Vector3OrColor3OrVector4OrColor4 = 120,
  114352. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  114353. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  114354. /** Detect type based on connection */
  114355. AutoDetect = 1024,
  114356. /** Output type that will be defined by input type */
  114357. BasedOnInput = 2048
  114358. }
  114359. }
  114360. declare module BABYLON {
  114361. /**
  114362. * Root class for all node material optimizers
  114363. */
  114364. export class NodeMaterialOptimizer {
  114365. /**
  114366. * Function used to optimize a NodeMaterial graph
  114367. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  114368. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  114369. */
  114370. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  114371. }
  114372. }
  114373. declare module BABYLON {
  114374. /**
  114375. * Block used to transform a vector4 with a matrix
  114376. */
  114377. export class Vector4TransformBlock extends NodeMaterialBlock {
  114378. /**
  114379. * Defines the value to use to complement Vector3 to transform it to a Vector4
  114380. */
  114381. complementW: number;
  114382. /**
  114383. * Creates a new Vector4TransformBlock
  114384. * @param name defines the block name
  114385. */
  114386. constructor(name: string);
  114387. /**
  114388. * Gets the current class name
  114389. * @returns the class name
  114390. */
  114391. getClassName(): string;
  114392. /**
  114393. * Gets the vector input
  114394. */
  114395. readonly vector: NodeMaterialConnectionPoint;
  114396. /**
  114397. * Gets the output component
  114398. */
  114399. readonly output: NodeMaterialConnectionPoint;
  114400. /**
  114401. * Gets the matrix transform input
  114402. */
  114403. readonly transform: NodeMaterialConnectionPoint;
  114404. protected _buildBlock(state: NodeMaterialBuildState): this;
  114405. }
  114406. }
  114407. declare module BABYLON {
  114408. /**
  114409. * Block used to output the vertex position
  114410. */
  114411. export class VertexOutputBlock extends NodeMaterialBlock {
  114412. /**
  114413. * Creates a new VertexOutputBlock
  114414. * @param name defines the block name
  114415. */
  114416. constructor(name: string);
  114417. /**
  114418. * Gets the current class name
  114419. * @returns the class name
  114420. */
  114421. getClassName(): string;
  114422. /**
  114423. * Gets the vector input component
  114424. */
  114425. readonly vector: NodeMaterialConnectionPoint;
  114426. protected _buildBlock(state: NodeMaterialBuildState): this;
  114427. }
  114428. }
  114429. declare module BABYLON {
  114430. /**
  114431. * Block used to output the final color
  114432. */
  114433. export class FragmentOutputBlock extends NodeMaterialBlock {
  114434. /**
  114435. * Gets or sets a boolean indicating if this block will output an alpha value
  114436. */
  114437. alphaBlendingEnabled: boolean;
  114438. /**
  114439. * Create a new FragmentOutputBlock
  114440. * @param name defines the block name
  114441. */
  114442. constructor(name: string);
  114443. /**
  114444. * Gets the current class name
  114445. * @returns the class name
  114446. */
  114447. getClassName(): string;
  114448. /**
  114449. * Gets the color input component
  114450. */
  114451. readonly color: NodeMaterialConnectionPoint;
  114452. protected _buildBlock(state: NodeMaterialBuildState): this;
  114453. }
  114454. }
  114455. declare module BABYLON {
  114456. /**
  114457. * Interface used to configure the node material editor
  114458. */
  114459. export interface INodeMaterialEditorOptions {
  114460. /** Define the URl to load node editor script */
  114461. editorURL?: string;
  114462. }
  114463. /** @hidden */
  114464. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  114465. /** BONES */
  114466. NUM_BONE_INFLUENCERS: number;
  114467. BonesPerMesh: number;
  114468. BONETEXTURE: boolean;
  114469. /** MORPH TARGETS */
  114470. MORPHTARGETS: boolean;
  114471. MORPHTARGETS_NORMAL: boolean;
  114472. MORPHTARGETS_TANGENT: boolean;
  114473. MORPHTARGETS_UV: boolean;
  114474. NUM_MORPH_INFLUENCERS: number;
  114475. /** IMAGE PROCESSING */
  114476. IMAGEPROCESSING: boolean;
  114477. VIGNETTE: boolean;
  114478. VIGNETTEBLENDMODEMULTIPLY: boolean;
  114479. VIGNETTEBLENDMODEOPAQUE: boolean;
  114480. TONEMAPPING: boolean;
  114481. TONEMAPPING_ACES: boolean;
  114482. CONTRAST: boolean;
  114483. EXPOSURE: boolean;
  114484. COLORCURVES: boolean;
  114485. COLORGRADING: boolean;
  114486. COLORGRADING3D: boolean;
  114487. SAMPLER3DGREENDEPTH: boolean;
  114488. SAMPLER3DBGRMAP: boolean;
  114489. IMAGEPROCESSINGPOSTPROCESS: boolean;
  114490. constructor();
  114491. setValue(name: string, value: boolean): void;
  114492. }
  114493. /**
  114494. * Class used to configure NodeMaterial
  114495. */
  114496. export interface INodeMaterialOptions {
  114497. /**
  114498. * Defines if blocks should emit comments
  114499. */
  114500. emitComments: boolean;
  114501. }
  114502. /**
  114503. * Class used to create a node based material built by assembling shader blocks
  114504. */
  114505. export class NodeMaterial extends PushMaterial {
  114506. private _options;
  114507. private _vertexCompilationState;
  114508. private _fragmentCompilationState;
  114509. private _sharedData;
  114510. private _buildId;
  114511. private _buildWasSuccessful;
  114512. private _cachedWorldViewMatrix;
  114513. private _cachedWorldViewProjectionMatrix;
  114514. private _optimizers;
  114515. /** Define the URl to load node editor script */
  114516. static EditorURL: string;
  114517. private BJSNODEMATERIALEDITOR;
  114518. /** Get the inspector from bundle or global */
  114519. private _getGlobalNodeMaterialEditor;
  114520. /**
  114521. * Defines the maximum number of lights that can be used in the material
  114522. */
  114523. maxSimultaneousLights: number;
  114524. /**
  114525. * Observable raised when the material is built
  114526. */
  114527. onBuildObservable: Observable<NodeMaterial>;
  114528. /**
  114529. * Gets or sets the root nodes of the material vertex shader
  114530. */
  114531. _vertexOutputNodes: NodeMaterialBlock[];
  114532. /**
  114533. * Gets or sets the root nodes of the material fragment (pixel) shader
  114534. */
  114535. _fragmentOutputNodes: NodeMaterialBlock[];
  114536. /** Gets or sets options to control the node material overall behavior */
  114537. options: INodeMaterialOptions;
  114538. /**
  114539. * Default configuration related to image processing available in the standard Material.
  114540. */
  114541. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114542. /**
  114543. * Gets the image processing configuration used either in this material.
  114544. */
  114545. /**
  114546. * Sets the Default image processing configuration used either in the this material.
  114547. *
  114548. * If sets to null, the scene one is in use.
  114549. */
  114550. imageProcessingConfiguration: ImageProcessingConfiguration;
  114551. /**
  114552. * Create a new node based material
  114553. * @param name defines the material name
  114554. * @param scene defines the hosting scene
  114555. * @param options defines creation option
  114556. */
  114557. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  114558. /**
  114559. * Gets the current class name of the material e.g. "NodeMaterial"
  114560. * @returns the class name
  114561. */
  114562. getClassName(): string;
  114563. /**
  114564. * Keep track of the image processing observer to allow dispose and replace.
  114565. */
  114566. private _imageProcessingObserver;
  114567. /**
  114568. * Attaches a new image processing configuration to the Standard Material.
  114569. * @param configuration
  114570. */
  114571. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  114572. /**
  114573. * Adds a new optimizer to the list of optimizers
  114574. * @param optimizer defines the optimizers to add
  114575. * @returns the current material
  114576. */
  114577. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  114578. /**
  114579. * Remove an optimizer from the list of optimizers
  114580. * @param optimizer defines the optimizers to remove
  114581. * @returns the current material
  114582. */
  114583. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  114584. /**
  114585. * Add a new block to the list of output nodes
  114586. * @param node defines the node to add
  114587. * @returns the current material
  114588. */
  114589. addOutputNode(node: NodeMaterialBlock): this;
  114590. /**
  114591. * Remove a block from the list of root nodes
  114592. * @param node defines the node to remove
  114593. * @returns the current material
  114594. */
  114595. removeOutputNode(node: NodeMaterialBlock): this;
  114596. private _addVertexOutputNode;
  114597. private _removeVertexOutputNode;
  114598. private _addFragmentOutputNode;
  114599. private _removeFragmentOutputNode;
  114600. /**
  114601. * Specifies if the material will require alpha blending
  114602. * @returns a boolean specifying if alpha blending is needed
  114603. */
  114604. needAlphaBlending(): boolean;
  114605. /**
  114606. * Specifies if this material should be rendered in alpha test mode
  114607. * @returns a boolean specifying if an alpha test is needed.
  114608. */
  114609. needAlphaTesting(): boolean;
  114610. private _initializeBlock;
  114611. private _resetDualBlocks;
  114612. /**
  114613. * Build the material and generates the inner effect
  114614. * @param verbose defines if the build should log activity
  114615. */
  114616. build(verbose?: boolean): void;
  114617. /**
  114618. * Runs an otpimization phase to try to improve the shader code
  114619. */
  114620. optimize(): void;
  114621. private _prepareDefinesForAttributes;
  114622. /**
  114623. * Get if the submesh is ready to be used and all its information available.
  114624. * Child classes can use it to update shaders
  114625. * @param mesh defines the mesh to check
  114626. * @param subMesh defines which submesh to check
  114627. * @param useInstances specifies that instances should be used
  114628. * @returns a boolean indicating that the submesh is ready or not
  114629. */
  114630. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  114631. /**
  114632. * Binds the world matrix to the material
  114633. * @param world defines the world transformation matrix
  114634. */
  114635. bindOnlyWorldMatrix(world: Matrix): void;
  114636. /**
  114637. * Binds the submesh to this material by preparing the effect and shader to draw
  114638. * @param world defines the world transformation matrix
  114639. * @param mesh defines the mesh containing the submesh
  114640. * @param subMesh defines the submesh to bind the material to
  114641. */
  114642. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  114643. /**
  114644. * Gets the active textures from the material
  114645. * @returns an array of textures
  114646. */
  114647. getActiveTextures(): BaseTexture[];
  114648. /**
  114649. * Specifies if the material uses a texture
  114650. * @param texture defines the texture to check against the material
  114651. * @returns a boolean specifying if the material uses the texture
  114652. */
  114653. hasTexture(texture: BaseTexture): boolean;
  114654. /**
  114655. * Disposes the material
  114656. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  114657. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  114658. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  114659. */
  114660. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  114661. /** Creates the node editor window. */
  114662. private _createNodeEditor;
  114663. /**
  114664. * Launch the node material editor
  114665. * @param config Define the configuration of the editor
  114666. * @return a promise fulfilled when the node editor is visible
  114667. */
  114668. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  114669. /**
  114670. * Clear the current material
  114671. */
  114672. clear(): void;
  114673. /**
  114674. * Clear the current material and set it to a default state
  114675. */
  114676. setToDefault(): void;
  114677. }
  114678. }
  114679. declare module BABYLON {
  114680. /**
  114681. * Block used to read a texture from a sampler
  114682. */
  114683. export class TextureBlock extends NodeMaterialBlock {
  114684. private _defineName;
  114685. private _samplerName;
  114686. private _transformedUVName;
  114687. private _textureTransformName;
  114688. private _textureInfoName;
  114689. private _mainUVName;
  114690. private _mainUVDefineName;
  114691. /**
  114692. * Gets or sets the texture associated with the node
  114693. */
  114694. texture: Nullable<BaseTexture>;
  114695. /**
  114696. * Create a new TextureBlock
  114697. * @param name defines the block name
  114698. */
  114699. constructor(name: string);
  114700. /**
  114701. * Gets the current class name
  114702. * @returns the class name
  114703. */
  114704. getClassName(): string;
  114705. /**
  114706. * Gets the uv input component
  114707. */
  114708. readonly uv: NodeMaterialConnectionPoint;
  114709. /**
  114710. * Gets the output component
  114711. */
  114712. readonly output: NodeMaterialConnectionPoint;
  114713. autoConfigure(): void;
  114714. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  114715. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  114716. isReady(): boolean;
  114717. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  114718. private _injectVertexCode;
  114719. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  114720. }
  114721. }
  114722. declare module BABYLON {
  114723. /**
  114724. * Class used to store shared data between 2 NodeMaterialBuildState
  114725. */
  114726. export class NodeMaterialBuildStateSharedData {
  114727. /**
  114728. * Gets the list of emitted varyings
  114729. */
  114730. varyings: string[];
  114731. /**
  114732. * Gets the varying declaration string
  114733. */
  114734. varyingDeclaration: string;
  114735. /**
  114736. * Input blocks
  114737. */
  114738. inputBlocks: InputBlock[];
  114739. /**
  114740. * Input blocks
  114741. */
  114742. textureBlocks: TextureBlock[];
  114743. /**
  114744. * Bindable blocks (Blocks that need to set data to the effect)
  114745. */
  114746. bindableBlocks: NodeMaterialBlock[];
  114747. /**
  114748. * List of blocks that can provide a compilation fallback
  114749. */
  114750. blocksWithFallbacks: NodeMaterialBlock[];
  114751. /**
  114752. * List of blocks that can provide a define update
  114753. */
  114754. blocksWithDefines: NodeMaterialBlock[];
  114755. /**
  114756. * List of blocks that can provide a repeatable content
  114757. */
  114758. repeatableContentBlocks: NodeMaterialBlock[];
  114759. /**
  114760. * List of blocks that can provide a dynamic list of uniforms
  114761. */
  114762. dynamicUniformBlocks: NodeMaterialBlock[];
  114763. /**
  114764. * List of blocks that can block the isReady function for the material
  114765. */
  114766. blockingBlocks: NodeMaterialBlock[];
  114767. /**
  114768. * Build Id used to avoid multiple recompilations
  114769. */
  114770. buildId: number;
  114771. /** List of emitted variables */
  114772. variableNames: {
  114773. [key: string]: number;
  114774. };
  114775. /** List of emitted defines */
  114776. defineNames: {
  114777. [key: string]: number;
  114778. };
  114779. /** Should emit comments? */
  114780. emitComments: boolean;
  114781. /** Emit build activity */
  114782. verbose: boolean;
  114783. /**
  114784. * Gets the compilation hints emitted at compilation time
  114785. */
  114786. hints: {
  114787. needWorldViewMatrix: boolean;
  114788. needWorldViewProjectionMatrix: boolean;
  114789. needAlphaBlending: boolean;
  114790. needAlphaTesting: boolean;
  114791. };
  114792. /**
  114793. * List of compilation checks
  114794. */
  114795. checks: {
  114796. emitVertex: boolean;
  114797. emitFragment: boolean;
  114798. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  114799. };
  114800. /** Creates a new shared data */
  114801. constructor();
  114802. /**
  114803. * Emits console errors and exceptions if there is a failing check
  114804. */
  114805. emitErrors(): void;
  114806. }
  114807. }
  114808. declare module BABYLON {
  114809. /**
  114810. * Class used to store node based material build state
  114811. */
  114812. export class NodeMaterialBuildState {
  114813. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  114814. supportUniformBuffers: boolean;
  114815. /**
  114816. * Gets the list of emitted attributes
  114817. */
  114818. attributes: string[];
  114819. /**
  114820. * Gets the list of emitted uniforms
  114821. */
  114822. uniforms: string[];
  114823. /**
  114824. * Gets the list of emitted uniform buffers
  114825. */
  114826. uniformBuffers: string[];
  114827. /**
  114828. * Gets the list of emitted samplers
  114829. */
  114830. samplers: string[];
  114831. /**
  114832. * Gets the list of emitted functions
  114833. */
  114834. functions: {
  114835. [key: string]: string;
  114836. };
  114837. /**
  114838. * Gets the target of the compilation state
  114839. */
  114840. target: NodeMaterialBlockTargets;
  114841. /**
  114842. * Gets the list of emitted counters
  114843. */
  114844. counters: {
  114845. [key: string]: number;
  114846. };
  114847. /**
  114848. * Shared data between multiple NodeMaterialBuildState instances
  114849. */
  114850. sharedData: NodeMaterialBuildStateSharedData;
  114851. /** @hidden */
  114852. _vertexState: NodeMaterialBuildState;
  114853. /** @hidden */
  114854. _attributeDeclaration: string;
  114855. /** @hidden */
  114856. _uniformDeclaration: string;
  114857. /** @hidden */
  114858. _samplerDeclaration: string;
  114859. /** @hidden */
  114860. _varyingTransfer: string;
  114861. private _repeatableContentAnchorIndex;
  114862. /** @hidden */
  114863. _builtCompilationString: string;
  114864. /**
  114865. * Gets the emitted compilation strings
  114866. */
  114867. compilationString: string;
  114868. /**
  114869. * Finalize the compilation strings
  114870. * @param state defines the current compilation state
  114871. */
  114872. finalize(state: NodeMaterialBuildState): void;
  114873. /** @hidden */
  114874. readonly _repeatableContentAnchor: string;
  114875. /** @hidden */
  114876. _getFreeVariableName(prefix: string): string;
  114877. /** @hidden */
  114878. _getFreeDefineName(prefix: string): string;
  114879. /** @hidden */
  114880. _excludeVariableName(name: string): void;
  114881. /** @hidden */
  114882. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  114883. /** @hidden */
  114884. _emitFunction(name: string, code: string, comments: string): void;
  114885. /** @hidden */
  114886. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  114887. replaceStrings?: {
  114888. search: RegExp;
  114889. replace: string;
  114890. }[];
  114891. repeatKey?: string;
  114892. }): string;
  114893. /** @hidden */
  114894. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  114895. repeatKey?: string;
  114896. removeAttributes?: boolean;
  114897. removeUniforms?: boolean;
  114898. removeVaryings?: boolean;
  114899. removeIfDef?: boolean;
  114900. replaceStrings?: {
  114901. search: RegExp;
  114902. replace: string;
  114903. }[];
  114904. }, storeKey?: string): void;
  114905. /** @hidden */
  114906. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  114907. /** @hidden */
  114908. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  114909. }
  114910. }
  114911. declare module BABYLON {
  114912. /**
  114913. * Defines a block that can be used inside a node based material
  114914. */
  114915. export class NodeMaterialBlock {
  114916. private _buildId;
  114917. private _buildTarget;
  114918. private _target;
  114919. private _isFinalMerger;
  114920. private _isInput;
  114921. /** @hidden */
  114922. _inputs: NodeMaterialConnectionPoint[];
  114923. /** @hidden */
  114924. _outputs: NodeMaterialConnectionPoint[];
  114925. /**
  114926. * Gets or sets the name of the block
  114927. */
  114928. name: string;
  114929. /**
  114930. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  114931. */
  114932. readonly isFinalMerger: boolean;
  114933. /**
  114934. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  114935. */
  114936. readonly isInput: boolean;
  114937. /**
  114938. * Gets or sets the build Id
  114939. */
  114940. buildId: number;
  114941. /**
  114942. * Gets or sets the target of the block
  114943. */
  114944. target: NodeMaterialBlockTargets;
  114945. /**
  114946. * Gets the list of input points
  114947. */
  114948. readonly inputs: NodeMaterialConnectionPoint[];
  114949. /** Gets the list of output points */
  114950. readonly outputs: NodeMaterialConnectionPoint[];
  114951. /**
  114952. * Find an input by its name
  114953. * @param name defines the name of the input to look for
  114954. * @returns the input or null if not found
  114955. */
  114956. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  114957. /**
  114958. * Find an output by its name
  114959. * @param name defines the name of the outputto look for
  114960. * @returns the output or null if not found
  114961. */
  114962. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  114963. /**
  114964. * Creates a new NodeMaterialBlock
  114965. * @param name defines the block name
  114966. * @param target defines the target of that block (Vertex by default)
  114967. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  114968. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  114969. */
  114970. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  114971. /**
  114972. * Initialize the block and prepare the context for build
  114973. * @param state defines the state that will be used for the build
  114974. */
  114975. initialize(state: NodeMaterialBuildState): void;
  114976. /**
  114977. * Bind data to effect. Will only be called for blocks with isBindable === true
  114978. * @param effect defines the effect to bind data to
  114979. * @param nodeMaterial defines the hosting NodeMaterial
  114980. * @param mesh defines the mesh that will be rendered
  114981. */
  114982. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  114983. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  114984. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  114985. protected _writeFloat(value: number): string;
  114986. /**
  114987. * Gets the current class name e.g. "NodeMaterialBlock"
  114988. * @returns the class name
  114989. */
  114990. getClassName(): string;
  114991. /**
  114992. * Register a new input. Must be called inside a block constructor
  114993. * @param name defines the connection point name
  114994. * @param type defines the connection point type
  114995. * @param isOptional defines a boolean indicating that this input can be omitted
  114996. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  114997. * @returns the current block
  114998. */
  114999. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115000. /**
  115001. * Register a new output. Must be called inside a block constructor
  115002. * @param name defines the connection point name
  115003. * @param type defines the connection point type
  115004. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115005. * @returns the current block
  115006. */
  115007. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115008. /**
  115009. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115010. * @param forOutput defines an optional connection point to check compatibility with
  115011. * @returns the first available input or null
  115012. */
  115013. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115014. /**
  115015. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115016. * @param forBlock defines an optional block to check compatibility with
  115017. * @returns the first available input or null
  115018. */
  115019. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115020. /**
  115021. * Connect current block with another block
  115022. * @param other defines the block to connect with
  115023. * @param options define the various options to help pick the right connections
  115024. * @returns the current block
  115025. */
  115026. connectTo(other: NodeMaterialBlock, options?: {
  115027. input?: string;
  115028. output?: string;
  115029. outputSwizzle?: string;
  115030. }): this | undefined;
  115031. protected _buildBlock(state: NodeMaterialBuildState): void;
  115032. /**
  115033. * Add uniforms, samplers and uniform buffers at compilation time
  115034. * @param state defines the state to update
  115035. * @param nodeMaterial defines the node material requesting the update
  115036. * @param defines defines the material defines to update
  115037. */
  115038. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115039. /**
  115040. * Add potential fallbacks if shader compilation fails
  115041. * @param mesh defines the mesh to be rendered
  115042. * @param fallbacks defines the current prioritized list of fallbacks
  115043. */
  115044. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115045. /**
  115046. * Update defines for shader compilation
  115047. * @param mesh defines the mesh to be rendered
  115048. * @param nodeMaterial defines the node material requesting the update
  115049. * @param defines defines the material defines to update
  115050. * @param useInstances specifies that instances should be used
  115051. */
  115052. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115053. /**
  115054. * Initialize defines for shader compilation
  115055. * @param mesh defines the mesh to be rendered
  115056. * @param nodeMaterial defines the node material requesting the update
  115057. * @param defines defines the material defines to be prepared
  115058. * @param useInstances specifies that instances should be used
  115059. */
  115060. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115061. /**
  115062. * Lets the block try to connect some inputs automatically
  115063. */
  115064. autoConfigure(): void;
  115065. /**
  115066. * Function called when a block is declared as repeatable content generator
  115067. * @param vertexShaderState defines the current compilation state for the vertex shader
  115068. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115069. * @param mesh defines the mesh to be rendered
  115070. * @param defines defines the material defines to update
  115071. */
  115072. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115073. /**
  115074. * Checks if the block is ready
  115075. * @param mesh defines the mesh to be rendered
  115076. * @param nodeMaterial defines the node material requesting the update
  115077. * @param defines defines the material defines to update
  115078. * @param useInstances specifies that instances should be used
  115079. * @returns true if the block is ready
  115080. */
  115081. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115082. private _processBuild;
  115083. /**
  115084. * Compile the current node and generate the shader code
  115085. * @param state defines the current compilation state (uniforms, samplers, current string)
  115086. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115087. * @returns true if already built
  115088. */
  115089. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115090. }
  115091. }
  115092. declare module BABYLON {
  115093. /**
  115094. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115095. */
  115096. export enum NodeMaterialBlockConnectionPointMode {
  115097. /** Value is an uniform */
  115098. Uniform = 0,
  115099. /** Value is a mesh attribute */
  115100. Attribute = 1,
  115101. /** Value is a varying between vertex and fragment shaders */
  115102. Varying = 2,
  115103. /** Mode is undefined */
  115104. Undefined = 3
  115105. }
  115106. }
  115107. declare module BABYLON {
  115108. /**
  115109. * Enum used to define well known values e.g. values automatically provided by the system
  115110. */
  115111. export enum NodeMaterialWellKnownValues {
  115112. /** World */
  115113. World = 1,
  115114. /** View */
  115115. View = 2,
  115116. /** Projection */
  115117. Projection = 3,
  115118. /** ViewProjection */
  115119. ViewProjection = 4,
  115120. /** WorldView */
  115121. WorldView = 5,
  115122. /** WorldViewProjection */
  115123. WorldViewProjection = 6,
  115124. /** CameraPosition */
  115125. CameraPosition = 7,
  115126. /** Fog Color */
  115127. FogColor = 8
  115128. }
  115129. }
  115130. declare module BABYLON {
  115131. /**
  115132. * Block used to expose an input value
  115133. */
  115134. export class InputBlock extends NodeMaterialBlock {
  115135. private _mode;
  115136. private _associatedVariableName;
  115137. private _storedValue;
  115138. private _valueCallback;
  115139. private _type;
  115140. /** @hidden */
  115141. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115142. /**
  115143. * Gets or sets the connection point type (default is float)
  115144. */
  115145. readonly type: NodeMaterialBlockConnectionPointTypes;
  115146. /**
  115147. * Creates a new InputBlock
  115148. * @param name defines the block name
  115149. * @param target defines the target of that block (Vertex by default)
  115150. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  115151. */
  115152. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  115153. /**
  115154. * Gets the output component
  115155. */
  115156. readonly output: NodeMaterialConnectionPoint;
  115157. /**
  115158. * Set the source of this connection point to a vertex attribute
  115159. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  115160. * @returns the current connection point
  115161. */
  115162. setAsAttribute(attributeName?: string): InputBlock;
  115163. /**
  115164. * Set the source of this connection point to a well known value
  115165. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  115166. * @returns the current connection point
  115167. */
  115168. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  115169. /**
  115170. * Gets or sets the value of that point.
  115171. * Please note that this value will be ignored if valueCallback is defined
  115172. */
  115173. value: any;
  115174. /**
  115175. * Gets or sets a callback used to get the value of that point.
  115176. * Please note that setting this value will force the connection point to ignore the value property
  115177. */
  115178. valueCallback: () => any;
  115179. /**
  115180. * Gets or sets the associated variable name in the shader
  115181. */
  115182. associatedVariableName: string;
  115183. /**
  115184. * Gets a boolean indicating that this connection point not defined yet
  115185. */
  115186. readonly isUndefined: boolean;
  115187. /**
  115188. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  115189. * In this case the connection point name must be the name of the uniform to use.
  115190. * Can only be set on inputs
  115191. */
  115192. isUniform: boolean;
  115193. /**
  115194. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  115195. * In this case the connection point name must be the name of the attribute to use
  115196. * Can only be set on inputs
  115197. */
  115198. isAttribute: boolean;
  115199. /**
  115200. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  115201. * Can only be set on exit points
  115202. */
  115203. isVarying: boolean;
  115204. /**
  115205. * Gets a boolean indicating that the current connection point is a well known value
  115206. */
  115207. readonly isWellKnownValue: boolean;
  115208. /**
  115209. * Gets or sets the current well known value or null if not defined as well know value
  115210. */
  115211. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115212. /**
  115213. * Gets the current class name
  115214. * @returns the class name
  115215. */
  115216. getClassName(): string;
  115217. private _emitDefine;
  115218. /**
  115219. * Set the input block to its default value (based on its type)
  115220. */
  115221. setDefaultValue(): void;
  115222. private _emit;
  115223. /** @hidden */
  115224. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  115225. /** @hidden */
  115226. _transmit(effect: Effect, scene: Scene): void;
  115227. protected _buildBlock(state: NodeMaterialBuildState): void;
  115228. }
  115229. }
  115230. declare module BABYLON {
  115231. /**
  115232. * Defines a connection point for a block
  115233. */
  115234. export class NodeMaterialConnectionPoint {
  115235. /** @hidden */
  115236. _ownerBlock: NodeMaterialBlock;
  115237. /** @hidden */
  115238. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115239. private _endpoints;
  115240. private _associatedVariableName;
  115241. /** @hidden */
  115242. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  115243. private _type;
  115244. /** @hidden */
  115245. _enforceAssociatedVariableName: boolean;
  115246. /**
  115247. * Gets or sets the associated variable name in the shader
  115248. */
  115249. associatedVariableName: string;
  115250. /**
  115251. * Gets or sets the connection point type (default is float)
  115252. */
  115253. type: NodeMaterialBlockConnectionPointTypes;
  115254. /**
  115255. * Gets or sets the connection point name
  115256. */
  115257. name: string;
  115258. /**
  115259. * Gets or sets the swizzle to apply to this connection point when reading or writing
  115260. */
  115261. swizzle: string;
  115262. /**
  115263. * Gets or sets a boolean indicating that this connection point can be omitted
  115264. */
  115265. isOptional: boolean;
  115266. /**
  115267. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  115268. */
  115269. define: string;
  115270. /** Gets or sets the target of that connection point */
  115271. target: NodeMaterialBlockTargets;
  115272. /**
  115273. * Gets a boolean indicating that the current point is connected
  115274. */
  115275. readonly isConnected: boolean;
  115276. /**
  115277. * Gets a boolean indicating that the current point is connected to an input block
  115278. */
  115279. readonly isConnectedToInput: boolean;
  115280. /**
  115281. * Gets a the connected input block (if any)
  115282. */
  115283. readonly connectInputBlock: Nullable<InputBlock>;
  115284. /** Get the other side of the connection (if any) */
  115285. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115286. /** Get the block that owns this connection point */
  115287. readonly ownerBlock: NodeMaterialBlock;
  115288. /** Get the block connected on the other side of this connection (if any) */
  115289. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  115290. /** Get the block connected on the endpoints of this connection (if any) */
  115291. readonly connectedBlocks: Array<NodeMaterialBlock>;
  115292. /** Gets the list of connected endpoints */
  115293. readonly endpoints: NodeMaterialConnectionPoint[];
  115294. /**
  115295. * Creates a new connection point
  115296. * @param name defines the connection point name
  115297. * @param ownerBlock defines the block hosting this connection point
  115298. */
  115299. constructor(name: string, ownerBlock: NodeMaterialBlock);
  115300. /**
  115301. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  115302. * @returns the class name
  115303. */
  115304. getClassName(): string;
  115305. private _getTypeLength;
  115306. /**
  115307. * Gets an boolean indicating if the current point can be connected to another point
  115308. * @param connectionPoint defines the other connection point
  115309. * @returns true if the connection is possible
  115310. */
  115311. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  115312. /**
  115313. * Connect this point to another connection point
  115314. * @param connectionPoint defines the other connection point
  115315. * @returns the current connection point
  115316. */
  115317. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115318. /**
  115319. * Disconnect this point from one of his endpoint
  115320. * @param endpoint defines the other connection point
  115321. * @returns the current connection point
  115322. */
  115323. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115324. }
  115325. }
  115326. declare module BABYLON {
  115327. /**
  115328. * Block used to add support for vertex skinning (bones)
  115329. */
  115330. export class BonesBlock extends NodeMaterialBlock {
  115331. /**
  115332. * Creates a new BonesBlock
  115333. * @param name defines the block name
  115334. */
  115335. constructor(name: string);
  115336. /**
  115337. * Initialize the block and prepare the context for build
  115338. * @param state defines the state that will be used for the build
  115339. */
  115340. initialize(state: NodeMaterialBuildState): void;
  115341. /**
  115342. * Gets the current class name
  115343. * @returns the class name
  115344. */
  115345. getClassName(): string;
  115346. /**
  115347. * Gets the matrix indices input component
  115348. */
  115349. readonly matricesIndices: NodeMaterialConnectionPoint;
  115350. /**
  115351. * Gets the matrix weights input component
  115352. */
  115353. readonly matricesWeights: NodeMaterialConnectionPoint;
  115354. /**
  115355. * Gets the extra matrix indices input component
  115356. */
  115357. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  115358. /**
  115359. * Gets the extra matrix weights input component
  115360. */
  115361. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  115362. /**
  115363. * Gets the world input component
  115364. */
  115365. readonly world: NodeMaterialConnectionPoint;
  115366. /**
  115367. * Gets the output component
  115368. */
  115369. readonly output: NodeMaterialConnectionPoint;
  115370. autoConfigure(): void;
  115371. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115372. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115373. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115374. protected _buildBlock(state: NodeMaterialBuildState): this;
  115375. }
  115376. }
  115377. declare module BABYLON {
  115378. /**
  115379. * Block used to add support for instances
  115380. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  115381. */
  115382. export class InstancesBlock extends NodeMaterialBlock {
  115383. /**
  115384. * Creates a new InstancesBlock
  115385. * @param name defines the block name
  115386. */
  115387. constructor(name: string);
  115388. /**
  115389. * Gets the current class name
  115390. * @returns the class name
  115391. */
  115392. getClassName(): string;
  115393. /**
  115394. * Gets the first world row input component
  115395. */
  115396. readonly world0: NodeMaterialConnectionPoint;
  115397. /**
  115398. * Gets the second world row input component
  115399. */
  115400. readonly world1: NodeMaterialConnectionPoint;
  115401. /**
  115402. * Gets the third world row input component
  115403. */
  115404. readonly world2: NodeMaterialConnectionPoint;
  115405. /**
  115406. * Gets the forth world row input component
  115407. */
  115408. readonly world3: NodeMaterialConnectionPoint;
  115409. /**
  115410. * Gets the world input component
  115411. */
  115412. readonly world: NodeMaterialConnectionPoint;
  115413. /**
  115414. * Gets the output component
  115415. */
  115416. readonly output: NodeMaterialConnectionPoint;
  115417. autoConfigure(): void;
  115418. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115419. protected _buildBlock(state: NodeMaterialBuildState): this;
  115420. }
  115421. }
  115422. declare module BABYLON {
  115423. /**
  115424. * Block used to add morph targets support to vertex shader
  115425. */
  115426. export class MorphTargetsBlock extends NodeMaterialBlock {
  115427. private _repeatableContentAnchor;
  115428. private _repeatebleContentGenerated;
  115429. /**
  115430. * Create a new MorphTargetsBlock
  115431. * @param name defines the block name
  115432. */
  115433. constructor(name: string);
  115434. /**
  115435. * Gets the current class name
  115436. * @returns the class name
  115437. */
  115438. getClassName(): string;
  115439. /**
  115440. * Gets the position input component
  115441. */
  115442. readonly position: NodeMaterialConnectionPoint;
  115443. /**
  115444. * Gets the normal input component
  115445. */
  115446. readonly normal: NodeMaterialConnectionPoint;
  115447. /**
  115448. * Gets the tangent input component
  115449. */
  115450. readonly tangent: NodeMaterialConnectionPoint;
  115451. /**
  115452. * Gets the tangent input component
  115453. */
  115454. readonly uv: NodeMaterialConnectionPoint;
  115455. /**
  115456. * Gets the position output component
  115457. */
  115458. readonly positionOutput: NodeMaterialConnectionPoint;
  115459. /**
  115460. * Gets the normal output component
  115461. */
  115462. readonly normalOutput: NodeMaterialConnectionPoint;
  115463. /**
  115464. * Gets the tangent output component
  115465. */
  115466. readonly tangentOutput: NodeMaterialConnectionPoint;
  115467. /**
  115468. * Gets the tangent output component
  115469. */
  115470. readonly uvOutput: NodeMaterialConnectionPoint;
  115471. initialize(state: NodeMaterialBuildState): void;
  115472. autoConfigure(): void;
  115473. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115474. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115475. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115476. protected _buildBlock(state: NodeMaterialBuildState): this;
  115477. }
  115478. }
  115479. declare module BABYLON {
  115480. /**
  115481. * Block used to add an alpha test in the fragment shader
  115482. */
  115483. export class AlphaTestBlock extends NodeMaterialBlock {
  115484. /**
  115485. * Gets or sets the alpha value where alpha testing happens
  115486. */
  115487. alphaCutOff: number;
  115488. /**
  115489. * Create a new AlphaTestBlock
  115490. * @param name defines the block name
  115491. */
  115492. constructor(name: string);
  115493. /**
  115494. * Gets the current class name
  115495. * @returns the class name
  115496. */
  115497. getClassName(): string;
  115498. /**
  115499. * Gets the color input component
  115500. */
  115501. readonly color: NodeMaterialConnectionPoint;
  115502. protected _buildBlock(state: NodeMaterialBuildState): this;
  115503. }
  115504. }
  115505. declare module BABYLON {
  115506. /**
  115507. * Block used to create a Color4 out of 4 inputs (one for each component)
  115508. */
  115509. export class RGBAMergerBlock extends NodeMaterialBlock {
  115510. /**
  115511. * Create a new RGBAMergerBlock
  115512. * @param name defines the block name
  115513. */
  115514. constructor(name: string);
  115515. /**
  115516. * Gets the current class name
  115517. * @returns the class name
  115518. */
  115519. getClassName(): string;
  115520. /**
  115521. * Gets the R input component
  115522. */
  115523. readonly r: NodeMaterialConnectionPoint;
  115524. /**
  115525. * Gets the G input component
  115526. */
  115527. readonly g: NodeMaterialConnectionPoint;
  115528. /**
  115529. * Gets the B input component
  115530. */
  115531. readonly b: NodeMaterialConnectionPoint;
  115532. /**
  115533. * Gets the RGB input component
  115534. */
  115535. readonly rgb: NodeMaterialConnectionPoint;
  115536. /**
  115537. * Gets the R input component
  115538. */
  115539. readonly a: NodeMaterialConnectionPoint;
  115540. /**
  115541. * Gets the output component
  115542. */
  115543. readonly output: NodeMaterialConnectionPoint;
  115544. protected _buildBlock(state: NodeMaterialBuildState): this;
  115545. }
  115546. }
  115547. declare module BABYLON {
  115548. /**
  115549. * Block used to create a Color3 out of 3 inputs (one for each component)
  115550. */
  115551. export class RGBMergerBlock extends NodeMaterialBlock {
  115552. /**
  115553. * Create a new RGBMergerBlock
  115554. * @param name defines the block name
  115555. */
  115556. constructor(name: string);
  115557. /**
  115558. * Gets the current class name
  115559. * @returns the class name
  115560. */
  115561. getClassName(): string;
  115562. /**
  115563. * Gets the R component input
  115564. */
  115565. readonly r: NodeMaterialConnectionPoint;
  115566. /**
  115567. * Gets the G component input
  115568. */
  115569. readonly g: NodeMaterialConnectionPoint;
  115570. /**
  115571. * Gets the B component input
  115572. */
  115573. readonly b: NodeMaterialConnectionPoint;
  115574. /**
  115575. * Gets the output component
  115576. */
  115577. readonly output: NodeMaterialConnectionPoint;
  115578. protected _buildBlock(state: NodeMaterialBuildState): this;
  115579. }
  115580. }
  115581. declare module BABYLON {
  115582. /**
  115583. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  115584. */
  115585. export class RGBASplitterBlock extends NodeMaterialBlock {
  115586. /**
  115587. * Create a new RGBASplitterBlock
  115588. * @param name defines the block name
  115589. */
  115590. constructor(name: string);
  115591. /**
  115592. * Gets the current class name
  115593. * @returns the class name
  115594. */
  115595. getClassName(): string;
  115596. /**
  115597. * Gets the input component
  115598. */
  115599. readonly input: NodeMaterialConnectionPoint;
  115600. protected _buildBlock(state: NodeMaterialBuildState): this;
  115601. }
  115602. }
  115603. declare module BABYLON {
  115604. /**
  115605. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  115606. */
  115607. export class RGBSplitterBlock extends NodeMaterialBlock {
  115608. /**
  115609. * Create a new RGBSplitterBlock
  115610. * @param name defines the block name
  115611. */
  115612. constructor(name: string);
  115613. /**
  115614. * Gets the current class name
  115615. * @returns the class name
  115616. */
  115617. getClassName(): string;
  115618. /**
  115619. * Gets the input component
  115620. */
  115621. readonly input: NodeMaterialConnectionPoint;
  115622. protected _buildBlock(state: NodeMaterialBuildState): this;
  115623. }
  115624. }
  115625. declare module BABYLON {
  115626. /**
  115627. * Block used to add image processing support to fragment shader
  115628. */
  115629. export class ImageProcessingBlock extends NodeMaterialBlock {
  115630. /**
  115631. * Create a new ImageProcessingBlock
  115632. * @param name defines the block name
  115633. */
  115634. constructor(name: string);
  115635. /**
  115636. * Gets the current class name
  115637. * @returns the class name
  115638. */
  115639. getClassName(): string;
  115640. /**
  115641. * Gets the color input component
  115642. */
  115643. readonly color: NodeMaterialConnectionPoint;
  115644. /**
  115645. * Gets the output component
  115646. */
  115647. readonly output: NodeMaterialConnectionPoint;
  115648. /**
  115649. * Initialize the block and prepare the context for build
  115650. * @param state defines the state that will be used for the build
  115651. */
  115652. initialize(state: NodeMaterialBuildState): void;
  115653. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  115654. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115655. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115656. protected _buildBlock(state: NodeMaterialBuildState): this;
  115657. }
  115658. }
  115659. declare module BABYLON {
  115660. /**
  115661. * Block used to add support for scene fog
  115662. */
  115663. export class FogBlock extends NodeMaterialBlock {
  115664. private _fogDistanceName;
  115665. private _fogParameters;
  115666. /**
  115667. * Create a new FogBlock
  115668. * @param name defines the block name
  115669. */
  115670. constructor(name: string);
  115671. /**
  115672. * Gets the current class name
  115673. * @returns the class name
  115674. */
  115675. getClassName(): string;
  115676. /**
  115677. * Gets the world position input component
  115678. */
  115679. readonly worldPosition: NodeMaterialConnectionPoint;
  115680. /**
  115681. * Gets the view input component
  115682. */
  115683. readonly view: NodeMaterialConnectionPoint;
  115684. /**
  115685. * Gets the color input component
  115686. */
  115687. readonly color: NodeMaterialConnectionPoint;
  115688. /**
  115689. * Gets the fog color input component
  115690. */
  115691. readonly fogColor: NodeMaterialConnectionPoint;
  115692. /**
  115693. * Gets the output component
  115694. */
  115695. readonly output: NodeMaterialConnectionPoint;
  115696. autoConfigure(): void;
  115697. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115698. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115699. protected _buildBlock(state: NodeMaterialBuildState): this;
  115700. }
  115701. }
  115702. declare module BABYLON {
  115703. /**
  115704. * Block used to add light in the fragment shader
  115705. */
  115706. export class LightBlock extends NodeMaterialBlock {
  115707. private _lightId;
  115708. /**
  115709. * Gets or sets the light associated with this block
  115710. */
  115711. light: Nullable<Light>;
  115712. /**
  115713. * Create a new LightBlock
  115714. * @param name defines the block name
  115715. */
  115716. constructor(name: string);
  115717. /**
  115718. * Gets the current class name
  115719. * @returns the class name
  115720. */
  115721. getClassName(): string;
  115722. /**
  115723. * Gets the world position input component
  115724. */
  115725. readonly worldPosition: NodeMaterialConnectionPoint;
  115726. /**
  115727. * Gets the world normal input component
  115728. */
  115729. readonly worldNormal: NodeMaterialConnectionPoint;
  115730. /**
  115731. * Gets the camera (or eye) position component
  115732. */
  115733. readonly cameraPosition: NodeMaterialConnectionPoint;
  115734. /**
  115735. * Gets the diffuse output component
  115736. */
  115737. readonly diffuseOutput: NodeMaterialConnectionPoint;
  115738. /**
  115739. * Gets the specular output component
  115740. */
  115741. readonly specularOutput: NodeMaterialConnectionPoint;
  115742. autoConfigure(): void;
  115743. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115744. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115745. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115746. private _injectVertexCode;
  115747. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115748. }
  115749. }
  115750. declare module BABYLON {
  115751. /**
  115752. * Block used to multiply 2 values
  115753. */
  115754. export class MultiplyBlock extends NodeMaterialBlock {
  115755. /**
  115756. * Creates a new MultiplyBlock
  115757. * @param name defines the block name
  115758. */
  115759. constructor(name: string);
  115760. /**
  115761. * Gets the current class name
  115762. * @returns the class name
  115763. */
  115764. getClassName(): string;
  115765. /**
  115766. * Gets the left operand input component
  115767. */
  115768. readonly left: NodeMaterialConnectionPoint;
  115769. /**
  115770. * Gets the right operand input component
  115771. */
  115772. readonly right: NodeMaterialConnectionPoint;
  115773. /**
  115774. * Gets the output component
  115775. */
  115776. readonly output: NodeMaterialConnectionPoint;
  115777. protected _buildBlock(state: NodeMaterialBuildState): this;
  115778. }
  115779. }
  115780. declare module BABYLON {
  115781. /**
  115782. * Block used to add 2 vector4
  115783. */
  115784. export class AddBlock extends NodeMaterialBlock {
  115785. /**
  115786. * Creates a new AddBlock
  115787. * @param name defines the block name
  115788. */
  115789. constructor(name: string);
  115790. /**
  115791. * Gets the current class name
  115792. * @returns the class name
  115793. */
  115794. getClassName(): string;
  115795. /**
  115796. * Gets the left operand input component
  115797. */
  115798. readonly left: NodeMaterialConnectionPoint;
  115799. /**
  115800. * Gets the right operand input component
  115801. */
  115802. readonly right: NodeMaterialConnectionPoint;
  115803. /**
  115804. * Gets the output component
  115805. */
  115806. readonly output: NodeMaterialConnectionPoint;
  115807. protected _buildBlock(state: NodeMaterialBuildState): this;
  115808. }
  115809. }
  115810. declare module BABYLON {
  115811. /**
  115812. * Block used to clamp a float
  115813. */
  115814. export class ClampBlock extends NodeMaterialBlock {
  115815. /** Gets or sets the minimum range */
  115816. minimum: number;
  115817. /** Gets or sets the maximum range */
  115818. maximum: number;
  115819. /**
  115820. * Creates a new ClampBlock
  115821. * @param name defines the block name
  115822. */
  115823. constructor(name: string);
  115824. /**
  115825. * Gets the current class name
  115826. * @returns the class name
  115827. */
  115828. getClassName(): string;
  115829. /**
  115830. * Gets the value input component
  115831. */
  115832. readonly value: NodeMaterialConnectionPoint;
  115833. /**
  115834. * Gets the output component
  115835. */
  115836. readonly output: NodeMaterialConnectionPoint;
  115837. protected _buildBlock(state: NodeMaterialBuildState): this;
  115838. }
  115839. }
  115840. declare module BABYLON {
  115841. /**
  115842. * Block used to transform a vector2 with a matrix
  115843. */
  115844. export class Vector2TransformBlock extends NodeMaterialBlock {
  115845. /**
  115846. * Defines the value to use to complement Vector2 to transform it to a Vector4
  115847. */
  115848. complementZ: number;
  115849. /**
  115850. * Defines the value to use to complement Vector2 to transform it to a Vector4
  115851. */
  115852. complementW: number;
  115853. /**
  115854. * Creates a new Vector2TransformBlock
  115855. * @param name defines the block name
  115856. */
  115857. constructor(name: string);
  115858. /**
  115859. * Gets the vector input
  115860. */
  115861. readonly vector: NodeMaterialConnectionPoint;
  115862. /**
  115863. * Gets the matrix transform input
  115864. */
  115865. readonly transform: NodeMaterialConnectionPoint;
  115866. /**
  115867. * Gets the output component
  115868. */
  115869. readonly output: NodeMaterialConnectionPoint;
  115870. /**
  115871. * Gets the current class name
  115872. * @returns the class name
  115873. */
  115874. getClassName(): string;
  115875. protected _buildBlock(state: NodeMaterialBuildState): this;
  115876. }
  115877. }
  115878. declare module BABYLON {
  115879. /**
  115880. * Block used to transform a vector3 with a matrix
  115881. */
  115882. export class Vector3TransformBlock extends NodeMaterialBlock {
  115883. /**
  115884. * Defines the value to use to complement Vector3 to transform it to a Vector4
  115885. */
  115886. complement: number;
  115887. /**
  115888. * Creates a new Vector3TransformBlock
  115889. * @param name defines the block name
  115890. */
  115891. constructor(name: string);
  115892. /**
  115893. * Gets the vector input
  115894. */
  115895. readonly vector: NodeMaterialConnectionPoint;
  115896. /**
  115897. * Gets the matrix transform input
  115898. */
  115899. readonly transform: NodeMaterialConnectionPoint;
  115900. /**
  115901. * Gets the output component
  115902. */
  115903. readonly output: NodeMaterialConnectionPoint;
  115904. /**
  115905. * Gets the current class name
  115906. * @returns the class name
  115907. */
  115908. getClassName(): string;
  115909. protected _buildBlock(state: NodeMaterialBuildState): this;
  115910. }
  115911. }
  115912. declare module BABYLON {
  115913. /**
  115914. * Effect Render Options
  115915. */
  115916. export interface IEffectRendererOptions {
  115917. /**
  115918. * Defines the vertices positions.
  115919. */
  115920. positions?: number[];
  115921. /**
  115922. * Defines the indices.
  115923. */
  115924. indices?: number[];
  115925. }
  115926. /**
  115927. * Helper class to render one or more effects
  115928. */
  115929. export class EffectRenderer {
  115930. private engine;
  115931. private static _DefaultOptions;
  115932. private _vertexBuffers;
  115933. private _indexBuffer;
  115934. private _ringBufferIndex;
  115935. private _ringScreenBuffer;
  115936. private _fullscreenViewport;
  115937. private _getNextFrameBuffer;
  115938. /**
  115939. * Creates an effect renderer
  115940. * @param engine the engine to use for rendering
  115941. * @param options defines the options of the effect renderer
  115942. */
  115943. constructor(engine: Engine, options?: IEffectRendererOptions);
  115944. /**
  115945. * Sets the current viewport in normalized coordinates 0-1
  115946. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  115947. */
  115948. setViewport(viewport?: Viewport): void;
  115949. /**
  115950. * Sets the current effect wrapper to use during draw.
  115951. * The effect needs to be ready before calling this api.
  115952. * This also sets the default full screen position attribute.
  115953. * @param effectWrapper Defines the effect to draw with
  115954. */
  115955. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  115956. /**
  115957. * Draws a full screen quad.
  115958. */
  115959. draw(): void;
  115960. /**
  115961. * renders one or more effects to a specified texture
  115962. * @param effectWrappers list of effects to renderer
  115963. * @param outputTexture texture to draw to, if null it will render to the screen
  115964. */
  115965. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  115966. /**
  115967. * Disposes of the effect renderer
  115968. */
  115969. dispose(): void;
  115970. }
  115971. /**
  115972. * Options to create an EffectWrapper
  115973. */
  115974. interface EffectWrapperCreationOptions {
  115975. /**
  115976. * Engine to use to create the effect
  115977. */
  115978. engine: Engine;
  115979. /**
  115980. * Fragment shader for the effect
  115981. */
  115982. fragmentShader: string;
  115983. /**
  115984. * Vertex shader for the effect
  115985. */
  115986. vertexShader: string;
  115987. /**
  115988. * Attributes to use in the shader
  115989. */
  115990. attributeNames?: Array<string>;
  115991. /**
  115992. * Uniforms to use in the shader
  115993. */
  115994. uniformNames?: Array<string>;
  115995. /**
  115996. * Texture sampler names to use in the shader
  115997. */
  115998. samplerNames?: Array<string>;
  115999. /**
  116000. * The friendly name of the effect displayed in Spector.
  116001. */
  116002. name?: string;
  116003. }
  116004. /**
  116005. * Wraps an effect to be used for rendering
  116006. */
  116007. export class EffectWrapper {
  116008. /**
  116009. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  116010. */
  116011. onApplyObservable: Observable<{}>;
  116012. /**
  116013. * The underlying effect
  116014. */
  116015. effect: Effect;
  116016. /**
  116017. * Creates an effect to be renderer
  116018. * @param creationOptions options to create the effect
  116019. */
  116020. constructor(creationOptions: EffectWrapperCreationOptions);
  116021. /**
  116022. * Disposes of the effect wrapper
  116023. */
  116024. dispose(): void;
  116025. }
  116026. }
  116027. declare module BABYLON {
  116028. /**
  116029. * Contains position and normal vectors for a vertex
  116030. */
  116031. export class PositionNormalVertex {
  116032. /** the position of the vertex (defaut: 0,0,0) */
  116033. position: Vector3;
  116034. /** the normal of the vertex (defaut: 0,1,0) */
  116035. normal: Vector3;
  116036. /**
  116037. * Creates a PositionNormalVertex
  116038. * @param position the position of the vertex (defaut: 0,0,0)
  116039. * @param normal the normal of the vertex (defaut: 0,1,0)
  116040. */
  116041. constructor(
  116042. /** the position of the vertex (defaut: 0,0,0) */
  116043. position?: Vector3,
  116044. /** the normal of the vertex (defaut: 0,1,0) */
  116045. normal?: Vector3);
  116046. /**
  116047. * Clones the PositionNormalVertex
  116048. * @returns the cloned PositionNormalVertex
  116049. */
  116050. clone(): PositionNormalVertex;
  116051. }
  116052. /**
  116053. * Contains position, normal and uv vectors for a vertex
  116054. */
  116055. export class PositionNormalTextureVertex {
  116056. /** the position of the vertex (defaut: 0,0,0) */
  116057. position: Vector3;
  116058. /** the normal of the vertex (defaut: 0,1,0) */
  116059. normal: Vector3;
  116060. /** the uv of the vertex (default: 0,0) */
  116061. uv: Vector2;
  116062. /**
  116063. * Creates a PositionNormalTextureVertex
  116064. * @param position the position of the vertex (defaut: 0,0,0)
  116065. * @param normal the normal of the vertex (defaut: 0,1,0)
  116066. * @param uv the uv of the vertex (default: 0,0)
  116067. */
  116068. constructor(
  116069. /** the position of the vertex (defaut: 0,0,0) */
  116070. position?: Vector3,
  116071. /** the normal of the vertex (defaut: 0,1,0) */
  116072. normal?: Vector3,
  116073. /** the uv of the vertex (default: 0,0) */
  116074. uv?: Vector2);
  116075. /**
  116076. * Clones the PositionNormalTextureVertex
  116077. * @returns the cloned PositionNormalTextureVertex
  116078. */
  116079. clone(): PositionNormalTextureVertex;
  116080. }
  116081. }
  116082. declare module BABYLON {
  116083. /**
  116084. * Helper class to push actions to a pool of workers.
  116085. */
  116086. export class WorkerPool implements IDisposable {
  116087. private _workerInfos;
  116088. private _pendingActions;
  116089. /**
  116090. * Constructor
  116091. * @param workers Array of workers to use for actions
  116092. */
  116093. constructor(workers: Array<Worker>);
  116094. /**
  116095. * Terminates all workers and clears any pending actions.
  116096. */
  116097. dispose(): void;
  116098. /**
  116099. * Pushes an action to the worker pool. If all the workers are active, the action will be
  116100. * pended until a worker has completed its action.
  116101. * @param action The action to perform. Call onComplete when the action is complete.
  116102. */
  116103. push(action: (worker: Worker, onComplete: () => void) => void): void;
  116104. private _execute;
  116105. }
  116106. }
  116107. declare module BABYLON {
  116108. /**
  116109. * Configuration for Draco compression
  116110. */
  116111. export interface IDracoCompressionConfiguration {
  116112. /**
  116113. * Configuration for the decoder.
  116114. */
  116115. decoder: {
  116116. /**
  116117. * The url to the WebAssembly module.
  116118. */
  116119. wasmUrl?: string;
  116120. /**
  116121. * The url to the WebAssembly binary.
  116122. */
  116123. wasmBinaryUrl?: string;
  116124. /**
  116125. * The url to the fallback JavaScript module.
  116126. */
  116127. fallbackUrl?: string;
  116128. };
  116129. }
  116130. /**
  116131. * Draco compression (https://google.github.io/draco/)
  116132. *
  116133. * This class wraps the Draco module.
  116134. *
  116135. * **Encoder**
  116136. *
  116137. * The encoder is not currently implemented.
  116138. *
  116139. * **Decoder**
  116140. *
  116141. * 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.
  116142. *
  116143. * To update the configuration, use the following code:
  116144. * ```javascript
  116145. * DracoCompression.Configuration = {
  116146. * decoder: {
  116147. * wasmUrl: "<url to the WebAssembly library>",
  116148. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  116149. * fallbackUrl: "<url to the fallback JavaScript library>",
  116150. * }
  116151. * };
  116152. * ```
  116153. *
  116154. * 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.
  116155. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  116156. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  116157. *
  116158. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  116159. * ```javascript
  116160. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  116161. * ```
  116162. *
  116163. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  116164. */
  116165. export class DracoCompression implements IDisposable {
  116166. private _workerPoolPromise?;
  116167. private _decoderModulePromise?;
  116168. /**
  116169. * The configuration. Defaults to the following urls:
  116170. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  116171. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  116172. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  116173. */
  116174. static Configuration: IDracoCompressionConfiguration;
  116175. /**
  116176. * Returns true if the decoder configuration is available.
  116177. */
  116178. static readonly DecoderAvailable: boolean;
  116179. /**
  116180. * Default number of workers to create when creating the draco compression object.
  116181. */
  116182. static DefaultNumWorkers: number;
  116183. private static GetDefaultNumWorkers;
  116184. private static _Default;
  116185. /**
  116186. * Default instance for the draco compression object.
  116187. */
  116188. static readonly Default: DracoCompression;
  116189. /**
  116190. * Constructor
  116191. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  116192. */
  116193. constructor(numWorkers?: number);
  116194. /**
  116195. * Stop all async operations and release resources.
  116196. */
  116197. dispose(): void;
  116198. /**
  116199. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  116200. * @returns a promise that resolves when ready
  116201. */
  116202. whenReadyAsync(): Promise<void>;
  116203. /**
  116204. * Decode Draco compressed mesh data to vertex data.
  116205. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  116206. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  116207. * @returns A promise that resolves with the decoded vertex data
  116208. */
  116209. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  116210. [kind: string]: number;
  116211. }): Promise<VertexData>;
  116212. }
  116213. }
  116214. declare module BABYLON {
  116215. /**
  116216. * Class for building Constructive Solid Geometry
  116217. */
  116218. export class CSG {
  116219. private polygons;
  116220. /**
  116221. * The world matrix
  116222. */
  116223. matrix: Matrix;
  116224. /**
  116225. * Stores the position
  116226. */
  116227. position: Vector3;
  116228. /**
  116229. * Stores the rotation
  116230. */
  116231. rotation: Vector3;
  116232. /**
  116233. * Stores the rotation quaternion
  116234. */
  116235. rotationQuaternion: Nullable<Quaternion>;
  116236. /**
  116237. * Stores the scaling vector
  116238. */
  116239. scaling: Vector3;
  116240. /**
  116241. * Convert the Mesh to CSG
  116242. * @param mesh The Mesh to convert to CSG
  116243. * @returns A new CSG from the Mesh
  116244. */
  116245. static FromMesh(mesh: Mesh): CSG;
  116246. /**
  116247. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  116248. * @param polygons Polygons used to construct a CSG solid
  116249. */
  116250. private static FromPolygons;
  116251. /**
  116252. * Clones, or makes a deep copy, of the CSG
  116253. * @returns A new CSG
  116254. */
  116255. clone(): CSG;
  116256. /**
  116257. * Unions this CSG with another CSG
  116258. * @param csg The CSG to union against this CSG
  116259. * @returns The unioned CSG
  116260. */
  116261. union(csg: CSG): CSG;
  116262. /**
  116263. * Unions this CSG with another CSG in place
  116264. * @param csg The CSG to union against this CSG
  116265. */
  116266. unionInPlace(csg: CSG): void;
  116267. /**
  116268. * Subtracts this CSG with another CSG
  116269. * @param csg The CSG to subtract against this CSG
  116270. * @returns A new CSG
  116271. */
  116272. subtract(csg: CSG): CSG;
  116273. /**
  116274. * Subtracts this CSG with another CSG in place
  116275. * @param csg The CSG to subtact against this CSG
  116276. */
  116277. subtractInPlace(csg: CSG): void;
  116278. /**
  116279. * Intersect this CSG with another CSG
  116280. * @param csg The CSG to intersect against this CSG
  116281. * @returns A new CSG
  116282. */
  116283. intersect(csg: CSG): CSG;
  116284. /**
  116285. * Intersects this CSG with another CSG in place
  116286. * @param csg The CSG to intersect against this CSG
  116287. */
  116288. intersectInPlace(csg: CSG): void;
  116289. /**
  116290. * Return a new CSG solid with solid and empty space switched. This solid is
  116291. * not modified.
  116292. * @returns A new CSG solid with solid and empty space switched
  116293. */
  116294. inverse(): CSG;
  116295. /**
  116296. * Inverses the CSG in place
  116297. */
  116298. inverseInPlace(): void;
  116299. /**
  116300. * This is used to keep meshes transformations so they can be restored
  116301. * when we build back a Babylon Mesh
  116302. * NB : All CSG operations are performed in world coordinates
  116303. * @param csg The CSG to copy the transform attributes from
  116304. * @returns This CSG
  116305. */
  116306. copyTransformAttributes(csg: CSG): CSG;
  116307. /**
  116308. * Build Raw mesh from CSG
  116309. * Coordinates here are in world space
  116310. * @param name The name of the mesh geometry
  116311. * @param scene The Scene
  116312. * @param keepSubMeshes Specifies if the submeshes should be kept
  116313. * @returns A new Mesh
  116314. */
  116315. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  116316. /**
  116317. * Build Mesh from CSG taking material and transforms into account
  116318. * @param name The name of the Mesh
  116319. * @param material The material of the Mesh
  116320. * @param scene The Scene
  116321. * @param keepSubMeshes Specifies if submeshes should be kept
  116322. * @returns The new Mesh
  116323. */
  116324. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  116325. }
  116326. }
  116327. declare module BABYLON {
  116328. /**
  116329. * Class used to create a trail following a mesh
  116330. */
  116331. export class TrailMesh extends Mesh {
  116332. private _generator;
  116333. private _autoStart;
  116334. private _running;
  116335. private _diameter;
  116336. private _length;
  116337. private _sectionPolygonPointsCount;
  116338. private _sectionVectors;
  116339. private _sectionNormalVectors;
  116340. private _beforeRenderObserver;
  116341. /**
  116342. * @constructor
  116343. * @param name The value used by scene.getMeshByName() to do a lookup.
  116344. * @param generator The mesh to generate a trail.
  116345. * @param scene The scene to add this mesh to.
  116346. * @param diameter Diameter of trailing mesh. Default is 1.
  116347. * @param length Length of trailing mesh. Default is 60.
  116348. * @param autoStart Automatically start trailing mesh. Default true.
  116349. */
  116350. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  116351. /**
  116352. * "TrailMesh"
  116353. * @returns "TrailMesh"
  116354. */
  116355. getClassName(): string;
  116356. private _createMesh;
  116357. /**
  116358. * Start trailing mesh.
  116359. */
  116360. start(): void;
  116361. /**
  116362. * Stop trailing mesh.
  116363. */
  116364. stop(): void;
  116365. /**
  116366. * Update trailing mesh geometry.
  116367. */
  116368. update(): void;
  116369. /**
  116370. * Returns a new TrailMesh object.
  116371. * @param name is a string, the name given to the new mesh
  116372. * @param newGenerator use new generator object for cloned trail mesh
  116373. * @returns a new mesh
  116374. */
  116375. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  116376. /**
  116377. * Serializes this trail mesh
  116378. * @param serializationObject object to write serialization to
  116379. */
  116380. serialize(serializationObject: any): void;
  116381. /**
  116382. * Parses a serialized trail mesh
  116383. * @param parsedMesh the serialized mesh
  116384. * @param scene the scene to create the trail mesh in
  116385. * @returns the created trail mesh
  116386. */
  116387. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  116388. }
  116389. }
  116390. declare module BABYLON {
  116391. /**
  116392. * Class containing static functions to help procedurally build meshes
  116393. */
  116394. export class TiledBoxBuilder {
  116395. /**
  116396. * Creates a box mesh
  116397. * 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)
  116398. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  116399. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116400. * * If you create a double-sided mesh, you can choose what parts of 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
  116401. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116402. * @param name defines the name of the mesh
  116403. * @param options defines the options used to create the mesh
  116404. * @param scene defines the hosting scene
  116405. * @returns the box mesh
  116406. */
  116407. static CreateTiledBox(name: string, options: {
  116408. pattern?: number;
  116409. width?: number;
  116410. height?: number;
  116411. depth?: number;
  116412. tileSize?: number;
  116413. tileWidth?: number;
  116414. tileHeight?: number;
  116415. alignHorizontal?: number;
  116416. alignVertical?: number;
  116417. faceUV?: Vector4[];
  116418. faceColors?: Color4[];
  116419. sideOrientation?: number;
  116420. updatable?: boolean;
  116421. }, scene?: Nullable<Scene>): Mesh;
  116422. }
  116423. }
  116424. declare module BABYLON {
  116425. /**
  116426. * Class containing static functions to help procedurally build meshes
  116427. */
  116428. export class TorusKnotBuilder {
  116429. /**
  116430. * Creates a torus knot mesh
  116431. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  116432. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  116433. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  116434. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  116435. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116436. * * If you create a double-sided mesh, you can choose what parts of 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
  116437. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116438. * @param name defines the name of the mesh
  116439. * @param options defines the options used to create the mesh
  116440. * @param scene defines the hosting scene
  116441. * @returns the torus knot mesh
  116442. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  116443. */
  116444. static CreateTorusKnot(name: string, options: {
  116445. radius?: number;
  116446. tube?: number;
  116447. radialSegments?: number;
  116448. tubularSegments?: number;
  116449. p?: number;
  116450. q?: number;
  116451. updatable?: boolean;
  116452. sideOrientation?: number;
  116453. frontUVs?: Vector4;
  116454. backUVs?: Vector4;
  116455. }, scene: any): Mesh;
  116456. }
  116457. }
  116458. declare module BABYLON {
  116459. /**
  116460. * Polygon
  116461. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  116462. */
  116463. export class Polygon {
  116464. /**
  116465. * Creates a rectangle
  116466. * @param xmin bottom X coord
  116467. * @param ymin bottom Y coord
  116468. * @param xmax top X coord
  116469. * @param ymax top Y coord
  116470. * @returns points that make the resulting rectation
  116471. */
  116472. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  116473. /**
  116474. * Creates a circle
  116475. * @param radius radius of circle
  116476. * @param cx scale in x
  116477. * @param cy scale in y
  116478. * @param numberOfSides number of sides that make up the circle
  116479. * @returns points that make the resulting circle
  116480. */
  116481. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  116482. /**
  116483. * Creates a polygon from input string
  116484. * @param input Input polygon data
  116485. * @returns the parsed points
  116486. */
  116487. static Parse(input: string): Vector2[];
  116488. /**
  116489. * Starts building a polygon from x and y coordinates
  116490. * @param x x coordinate
  116491. * @param y y coordinate
  116492. * @returns the started path2
  116493. */
  116494. static StartingAt(x: number, y: number): Path2;
  116495. }
  116496. /**
  116497. * Builds a polygon
  116498. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  116499. */
  116500. export class PolygonMeshBuilder {
  116501. private _points;
  116502. private _outlinepoints;
  116503. private _holes;
  116504. private _name;
  116505. private _scene;
  116506. private _epoints;
  116507. private _eholes;
  116508. private _addToepoint;
  116509. /**
  116510. * Babylon reference to the earcut plugin.
  116511. */
  116512. bjsEarcut: any;
  116513. /**
  116514. * Creates a PolygonMeshBuilder
  116515. * @param name name of the builder
  116516. * @param contours Path of the polygon
  116517. * @param scene scene to add to when creating the mesh
  116518. * @param earcutInjection can be used to inject your own earcut reference
  116519. */
  116520. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  116521. /**
  116522. * Adds a whole within the polygon
  116523. * @param hole Array of points defining the hole
  116524. * @returns this
  116525. */
  116526. addHole(hole: Vector2[]): PolygonMeshBuilder;
  116527. /**
  116528. * Creates the polygon
  116529. * @param updatable If the mesh should be updatable
  116530. * @param depth The depth of the mesh created
  116531. * @returns the created mesh
  116532. */
  116533. build(updatable?: boolean, depth?: number): Mesh;
  116534. /**
  116535. * Creates the polygon
  116536. * @param depth The depth of the mesh created
  116537. * @returns the created VertexData
  116538. */
  116539. buildVertexData(depth?: number): VertexData;
  116540. /**
  116541. * Adds a side to the polygon
  116542. * @param positions points that make the polygon
  116543. * @param normals normals of the polygon
  116544. * @param uvs uvs of the polygon
  116545. * @param indices indices of the polygon
  116546. * @param bounds bounds of the polygon
  116547. * @param points points of the polygon
  116548. * @param depth depth of the polygon
  116549. * @param flip flip of the polygon
  116550. */
  116551. private addSide;
  116552. }
  116553. }
  116554. declare module BABYLON {
  116555. /**
  116556. * Class containing static functions to help procedurally build meshes
  116557. */
  116558. export class PolygonBuilder {
  116559. /**
  116560. * Creates a polygon mesh
  116561. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  116562. * * 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
  116563. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  116564. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116565. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  116566. * * Remember you can only change the shape positions, not their number when updating a polygon
  116567. * @param name defines the name of the mesh
  116568. * @param options defines the options used to create the mesh
  116569. * @param scene defines the hosting scene
  116570. * @param earcutInjection can be used to inject your own earcut reference
  116571. * @returns the polygon mesh
  116572. */
  116573. static CreatePolygon(name: string, options: {
  116574. shape: Vector3[];
  116575. holes?: Vector3[][];
  116576. depth?: number;
  116577. faceUV?: Vector4[];
  116578. faceColors?: Color4[];
  116579. updatable?: boolean;
  116580. sideOrientation?: number;
  116581. frontUVs?: Vector4;
  116582. backUVs?: Vector4;
  116583. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  116584. /**
  116585. * Creates an extruded polygon mesh, with depth in the Y direction.
  116586. * * 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)
  116587. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  116588. * @param name defines the name of the mesh
  116589. * @param options defines the options used to create the mesh
  116590. * @param scene defines the hosting scene
  116591. * @param earcutInjection can be used to inject your own earcut reference
  116592. * @returns the polygon mesh
  116593. */
  116594. static ExtrudePolygon(name: string, options: {
  116595. shape: Vector3[];
  116596. holes?: Vector3[][];
  116597. depth?: number;
  116598. faceUV?: Vector4[];
  116599. faceColors?: Color4[];
  116600. updatable?: boolean;
  116601. sideOrientation?: number;
  116602. frontUVs?: Vector4;
  116603. backUVs?: Vector4;
  116604. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  116605. }
  116606. }
  116607. declare module BABYLON {
  116608. /**
  116609. * Class containing static functions to help procedurally build meshes
  116610. */
  116611. export class LatheBuilder {
  116612. /**
  116613. * Creates lathe mesh.
  116614. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  116615. * * 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
  116616. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  116617. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  116618. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  116619. * * 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
  116620. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  116621. * * 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
  116622. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116623. * * If you create a double-sided mesh, you can choose what parts of 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
  116624. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116625. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116626. * @param name defines the name of the mesh
  116627. * @param options defines the options used to create the mesh
  116628. * @param scene defines the hosting scene
  116629. * @returns the lathe mesh
  116630. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  116631. */
  116632. static CreateLathe(name: string, options: {
  116633. shape: Vector3[];
  116634. radius?: number;
  116635. tessellation?: number;
  116636. clip?: number;
  116637. arc?: number;
  116638. closed?: boolean;
  116639. updatable?: boolean;
  116640. sideOrientation?: number;
  116641. frontUVs?: Vector4;
  116642. backUVs?: Vector4;
  116643. cap?: number;
  116644. invertUV?: boolean;
  116645. }, scene?: Nullable<Scene>): Mesh;
  116646. }
  116647. }
  116648. declare module BABYLON {
  116649. /**
  116650. * Class containing static functions to help procedurally build meshes
  116651. */
  116652. export class TiledPlaneBuilder {
  116653. /**
  116654. * Creates a tiled plane mesh
  116655. * * The parameter `pattern` will, depending on value, do nothing or
  116656. * * * flip (reflect about central vertical) alternate tiles across and up
  116657. * * * flip every tile on alternate rows
  116658. * * * rotate (180 degs) alternate tiles across and up
  116659. * * * rotate every tile on alternate rows
  116660. * * * flip and rotate alternate tiles across and up
  116661. * * * flip and rotate every tile on alternate rows
  116662. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  116663. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  116664. * * If you create a double-sided mesh, you can choose what parts of 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
  116665. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  116666. * * 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)
  116667. * * 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)
  116668. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  116669. * @param name defines the name of the mesh
  116670. * @param options defines the options used to create the mesh
  116671. * @param scene defines the hosting scene
  116672. * @returns the box mesh
  116673. */
  116674. static CreateTiledPlane(name: string, options: {
  116675. pattern?: number;
  116676. tileSize?: number;
  116677. tileWidth?: number;
  116678. tileHeight?: number;
  116679. size?: number;
  116680. width?: number;
  116681. height?: number;
  116682. alignHorizontal?: number;
  116683. alignVertical?: number;
  116684. sideOrientation?: number;
  116685. frontUVs?: Vector4;
  116686. backUVs?: Vector4;
  116687. updatable?: boolean;
  116688. }, scene?: Nullable<Scene>): Mesh;
  116689. }
  116690. }
  116691. declare module BABYLON {
  116692. /**
  116693. * Class containing static functions to help procedurally build meshes
  116694. */
  116695. export class TubeBuilder {
  116696. /**
  116697. * Creates a tube mesh.
  116698. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116699. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  116700. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  116701. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  116702. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  116703. * * 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)
  116704. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  116705. * * 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
  116706. * * 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
  116707. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116708. * * If you create a double-sided mesh, you can choose what parts of 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
  116709. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116710. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116711. * @param name defines the name of the mesh
  116712. * @param options defines the options used to create the mesh
  116713. * @param scene defines the hosting scene
  116714. * @returns the tube mesh
  116715. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116716. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  116717. */
  116718. static CreateTube(name: string, options: {
  116719. path: Vector3[];
  116720. radius?: number;
  116721. tessellation?: number;
  116722. radiusFunction?: {
  116723. (i: number, distance: number): number;
  116724. };
  116725. cap?: number;
  116726. arc?: number;
  116727. updatable?: boolean;
  116728. sideOrientation?: number;
  116729. frontUVs?: Vector4;
  116730. backUVs?: Vector4;
  116731. instance?: Mesh;
  116732. invertUV?: boolean;
  116733. }, scene?: Nullable<Scene>): Mesh;
  116734. }
  116735. }
  116736. declare module BABYLON {
  116737. /**
  116738. * Class containing static functions to help procedurally build meshes
  116739. */
  116740. export class IcoSphereBuilder {
  116741. /**
  116742. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  116743. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  116744. * * 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`)
  116745. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  116746. * * 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
  116747. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116748. * * If you create a double-sided mesh, you can choose what parts of 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
  116749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116750. * @param name defines the name of the mesh
  116751. * @param options defines the options used to create the mesh
  116752. * @param scene defines the hosting scene
  116753. * @returns the icosahedron mesh
  116754. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  116755. */
  116756. static CreateIcoSphere(name: string, options: {
  116757. radius?: number;
  116758. radiusX?: number;
  116759. radiusY?: number;
  116760. radiusZ?: number;
  116761. flat?: boolean;
  116762. subdivisions?: number;
  116763. sideOrientation?: number;
  116764. frontUVs?: Vector4;
  116765. backUVs?: Vector4;
  116766. updatable?: boolean;
  116767. }, scene?: Nullable<Scene>): Mesh;
  116768. }
  116769. }
  116770. declare module BABYLON {
  116771. /**
  116772. * Class containing static functions to help procedurally build meshes
  116773. */
  116774. export class DecalBuilder {
  116775. /**
  116776. * Creates a decal mesh.
  116777. * 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
  116778. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  116779. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  116780. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  116781. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  116782. * @param name defines the name of the mesh
  116783. * @param sourceMesh defines the mesh where the decal must be applied
  116784. * @param options defines the options used to create the mesh
  116785. * @param scene defines the hosting scene
  116786. * @returns the decal mesh
  116787. * @see https://doc.babylonjs.com/how_to/decals
  116788. */
  116789. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  116790. position?: Vector3;
  116791. normal?: Vector3;
  116792. size?: Vector3;
  116793. angle?: number;
  116794. }): Mesh;
  116795. }
  116796. }
  116797. declare module BABYLON {
  116798. /**
  116799. * Class containing static functions to help procedurally build meshes
  116800. */
  116801. export class MeshBuilder {
  116802. /**
  116803. * Creates a box mesh
  116804. * * The parameter `size` sets the size (float) of each box side (default 1)
  116805. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  116806. * * 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)
  116807. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  116808. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116809. * * If you create a double-sided mesh, you can choose what parts of 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
  116810. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116811. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  116812. * @param name defines the name of the mesh
  116813. * @param options defines the options used to create the mesh
  116814. * @param scene defines the hosting scene
  116815. * @returns the box mesh
  116816. */
  116817. static CreateBox(name: string, options: {
  116818. size?: number;
  116819. width?: number;
  116820. height?: number;
  116821. depth?: number;
  116822. faceUV?: Vector4[];
  116823. faceColors?: Color4[];
  116824. sideOrientation?: number;
  116825. frontUVs?: Vector4;
  116826. backUVs?: Vector4;
  116827. updatable?: boolean;
  116828. }, scene?: Nullable<Scene>): Mesh;
  116829. /**
  116830. * Creates a tiled box mesh
  116831. * * faceTiles sets the pattern, tile size and number of tiles for a face
  116832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116833. * @param name defines the name of the mesh
  116834. * @param options defines the options used to create the mesh
  116835. * @param scene defines the hosting scene
  116836. * @returns the tiled box mesh
  116837. */
  116838. static CreateTiledBox(name: string, options: {
  116839. pattern?: number;
  116840. size?: number;
  116841. width?: number;
  116842. height?: number;
  116843. depth: number;
  116844. tileSize?: number;
  116845. tileWidth?: number;
  116846. tileHeight?: number;
  116847. faceUV?: Vector4[];
  116848. faceColors?: Color4[];
  116849. alignHorizontal?: number;
  116850. alignVertical?: number;
  116851. sideOrientation?: number;
  116852. updatable?: boolean;
  116853. }, scene?: Nullable<Scene>): Mesh;
  116854. /**
  116855. * Creates a sphere mesh
  116856. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  116857. * * 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`)
  116858. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  116859. * * 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
  116860. * * 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)
  116861. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116862. * * If you create a double-sided mesh, you can choose what parts of 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
  116863. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116864. * @param name defines the name of the mesh
  116865. * @param options defines the options used to create the mesh
  116866. * @param scene defines the hosting scene
  116867. * @returns the sphere mesh
  116868. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  116869. */
  116870. static CreateSphere(name: string, options: {
  116871. segments?: number;
  116872. diameter?: number;
  116873. diameterX?: number;
  116874. diameterY?: number;
  116875. diameterZ?: number;
  116876. arc?: number;
  116877. slice?: number;
  116878. sideOrientation?: number;
  116879. frontUVs?: Vector4;
  116880. backUVs?: Vector4;
  116881. updatable?: boolean;
  116882. }, scene?: Nullable<Scene>): Mesh;
  116883. /**
  116884. * Creates a plane polygonal mesh. By default, this is a disc
  116885. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  116886. * * 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
  116887. * * 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
  116888. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116889. * * If you create a double-sided mesh, you can choose what parts of 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
  116890. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116891. * @param name defines the name of the mesh
  116892. * @param options defines the options used to create the mesh
  116893. * @param scene defines the hosting scene
  116894. * @returns the plane polygonal mesh
  116895. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  116896. */
  116897. static CreateDisc(name: string, options: {
  116898. radius?: number;
  116899. tessellation?: number;
  116900. arc?: number;
  116901. updatable?: boolean;
  116902. sideOrientation?: number;
  116903. frontUVs?: Vector4;
  116904. backUVs?: Vector4;
  116905. }, scene?: Nullable<Scene>): Mesh;
  116906. /**
  116907. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  116908. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  116909. * * 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`)
  116910. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  116911. * * 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
  116912. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116913. * * If you create a double-sided mesh, you can choose what parts of 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
  116914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116915. * @param name defines the name of the mesh
  116916. * @param options defines the options used to create the mesh
  116917. * @param scene defines the hosting scene
  116918. * @returns the icosahedron mesh
  116919. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  116920. */
  116921. static CreateIcoSphere(name: string, options: {
  116922. radius?: number;
  116923. radiusX?: number;
  116924. radiusY?: number;
  116925. radiusZ?: number;
  116926. flat?: boolean;
  116927. subdivisions?: number;
  116928. sideOrientation?: number;
  116929. frontUVs?: Vector4;
  116930. backUVs?: Vector4;
  116931. updatable?: boolean;
  116932. }, scene?: Nullable<Scene>): Mesh;
  116933. /**
  116934. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116935. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116936. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116937. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116938. * * 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
  116939. * * 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
  116940. * * 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
  116941. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116942. * * If you create a double-sided mesh, you can choose what parts of 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
  116943. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116944. * * 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
  116945. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116946. * * 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
  116947. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116948. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116949. * @param name defines the name of the mesh
  116950. * @param options defines the options used to create the mesh
  116951. * @param scene defines the hosting scene
  116952. * @returns the ribbon mesh
  116953. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116954. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116955. */
  116956. static CreateRibbon(name: string, options: {
  116957. pathArray: Vector3[][];
  116958. closeArray?: boolean;
  116959. closePath?: boolean;
  116960. offset?: number;
  116961. updatable?: boolean;
  116962. sideOrientation?: number;
  116963. frontUVs?: Vector4;
  116964. backUVs?: Vector4;
  116965. instance?: Mesh;
  116966. invertUV?: boolean;
  116967. uvs?: Vector2[];
  116968. colors?: Color4[];
  116969. }, scene?: Nullable<Scene>): Mesh;
  116970. /**
  116971. * Creates a cylinder or a cone mesh
  116972. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  116973. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  116974. * * 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.
  116975. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  116976. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  116977. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  116978. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  116979. * * 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).
  116980. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  116981. * * 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).
  116982. * * 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
  116983. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  116984. * * 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
  116985. * * 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.
  116986. * * If `enclose` is false, a ring surface is one element.
  116987. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  116988. * * 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
  116989. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116990. * * If you create a double-sided mesh, you can choose what parts of 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
  116991. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116992. * @param name defines the name of the mesh
  116993. * @param options defines the options used to create the mesh
  116994. * @param scene defines the hosting scene
  116995. * @returns the cylinder mesh
  116996. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  116997. */
  116998. static CreateCylinder(name: string, options: {
  116999. height?: number;
  117000. diameterTop?: number;
  117001. diameterBottom?: number;
  117002. diameter?: number;
  117003. tessellation?: number;
  117004. subdivisions?: number;
  117005. arc?: number;
  117006. faceColors?: Color4[];
  117007. faceUV?: Vector4[];
  117008. updatable?: boolean;
  117009. hasRings?: boolean;
  117010. enclose?: boolean;
  117011. cap?: number;
  117012. sideOrientation?: number;
  117013. frontUVs?: Vector4;
  117014. backUVs?: Vector4;
  117015. }, scene?: Nullable<Scene>): Mesh;
  117016. /**
  117017. * Creates a torus mesh
  117018. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  117019. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  117020. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  117021. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117022. * * If you create a double-sided mesh, you can choose what parts of 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
  117023. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117024. * @param name defines the name of the mesh
  117025. * @param options defines the options used to create the mesh
  117026. * @param scene defines the hosting scene
  117027. * @returns the torus mesh
  117028. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  117029. */
  117030. static CreateTorus(name: string, options: {
  117031. diameter?: number;
  117032. thickness?: number;
  117033. tessellation?: number;
  117034. updatable?: boolean;
  117035. sideOrientation?: number;
  117036. frontUVs?: Vector4;
  117037. backUVs?: Vector4;
  117038. }, scene?: Nullable<Scene>): Mesh;
  117039. /**
  117040. * Creates a torus knot mesh
  117041. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117042. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117043. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117044. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117045. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117046. * * If you create a double-sided mesh, you can choose what parts of 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
  117047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117048. * @param name defines the name of the mesh
  117049. * @param options defines the options used to create the mesh
  117050. * @param scene defines the hosting scene
  117051. * @returns the torus knot mesh
  117052. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117053. */
  117054. static CreateTorusKnot(name: string, options: {
  117055. radius?: number;
  117056. tube?: number;
  117057. radialSegments?: number;
  117058. tubularSegments?: number;
  117059. p?: number;
  117060. q?: number;
  117061. updatable?: boolean;
  117062. sideOrientation?: number;
  117063. frontUVs?: Vector4;
  117064. backUVs?: Vector4;
  117065. }, scene?: Nullable<Scene>): Mesh;
  117066. /**
  117067. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  117068. * * 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
  117069. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  117070. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  117071. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  117072. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  117073. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  117074. * * 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
  117075. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  117076. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117077. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  117078. * @param name defines the name of the new line system
  117079. * @param options defines the options used to create the line system
  117080. * @param scene defines the hosting scene
  117081. * @returns a new line system mesh
  117082. */
  117083. static CreateLineSystem(name: string, options: {
  117084. lines: Vector3[][];
  117085. updatable?: boolean;
  117086. instance?: Nullable<LinesMesh>;
  117087. colors?: Nullable<Color4[][]>;
  117088. useVertexAlpha?: boolean;
  117089. }, scene: Nullable<Scene>): LinesMesh;
  117090. /**
  117091. * Creates a line mesh
  117092. * 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
  117093. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117094. * * The parameter `points` is an array successive Vector3
  117095. * * 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
  117096. * * The optional parameter `colors` is an array of successive Color4, one per line point
  117097. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  117098. * * When updating an instance, remember that only point positions can change, not the number of points
  117099. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117100. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  117101. * @param name defines the name of the new line system
  117102. * @param options defines the options used to create the line system
  117103. * @param scene defines the hosting scene
  117104. * @returns a new line mesh
  117105. */
  117106. static CreateLines(name: string, options: {
  117107. points: Vector3[];
  117108. updatable?: boolean;
  117109. instance?: Nullable<LinesMesh>;
  117110. colors?: Color4[];
  117111. useVertexAlpha?: boolean;
  117112. }, scene?: Nullable<Scene>): LinesMesh;
  117113. /**
  117114. * Creates a dashed line mesh
  117115. * * 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
  117116. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117117. * * The parameter `points` is an array successive Vector3
  117118. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  117119. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  117120. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  117121. * * 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
  117122. * * When updating an instance, remember that only point positions can change, not the number of points
  117123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117124. * @param name defines the name of the mesh
  117125. * @param options defines the options used to create the mesh
  117126. * @param scene defines the hosting scene
  117127. * @returns the dashed line mesh
  117128. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  117129. */
  117130. static CreateDashedLines(name: string, options: {
  117131. points: Vector3[];
  117132. dashSize?: number;
  117133. gapSize?: number;
  117134. dashNb?: number;
  117135. updatable?: boolean;
  117136. instance?: LinesMesh;
  117137. }, scene?: Nullable<Scene>): LinesMesh;
  117138. /**
  117139. * 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.
  117140. * * 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.
  117141. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117142. * * 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.
  117143. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  117144. * * 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
  117145. * * 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
  117146. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  117147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117148. * * If you create a double-sided mesh, you can choose what parts of 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
  117149. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  117150. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117151. * @param name defines the name of the mesh
  117152. * @param options defines the options used to create the mesh
  117153. * @param scene defines the hosting scene
  117154. * @returns the extruded shape mesh
  117155. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117156. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117157. */
  117158. static ExtrudeShape(name: string, options: {
  117159. shape: Vector3[];
  117160. path: Vector3[];
  117161. scale?: number;
  117162. rotation?: number;
  117163. cap?: number;
  117164. updatable?: boolean;
  117165. sideOrientation?: number;
  117166. frontUVs?: Vector4;
  117167. backUVs?: Vector4;
  117168. instance?: Mesh;
  117169. invertUV?: boolean;
  117170. }, scene?: Nullable<Scene>): Mesh;
  117171. /**
  117172. * Creates an custom extruded shape mesh.
  117173. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  117174. * * 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.
  117175. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117176. * * 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
  117177. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  117178. * * 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
  117179. * * It must returns a float value that will be the scale value applied to the shape on each path point
  117180. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  117181. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  117182. * * 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
  117183. * * 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
  117184. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  117185. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117186. * * If you create a double-sided mesh, you can choose what parts of 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
  117187. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117188. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117189. * @param name defines the name of the mesh
  117190. * @param options defines the options used to create the mesh
  117191. * @param scene defines the hosting scene
  117192. * @returns the custom extruded shape mesh
  117193. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  117194. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117195. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117196. */
  117197. static ExtrudeShapeCustom(name: string, options: {
  117198. shape: Vector3[];
  117199. path: Vector3[];
  117200. scaleFunction?: any;
  117201. rotationFunction?: any;
  117202. ribbonCloseArray?: boolean;
  117203. ribbonClosePath?: boolean;
  117204. cap?: number;
  117205. updatable?: boolean;
  117206. sideOrientation?: number;
  117207. frontUVs?: Vector4;
  117208. backUVs?: Vector4;
  117209. instance?: Mesh;
  117210. invertUV?: boolean;
  117211. }, scene?: Nullable<Scene>): Mesh;
  117212. /**
  117213. * Creates lathe mesh.
  117214. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117215. * * 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
  117216. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117217. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117218. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117219. * * 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
  117220. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117221. * * 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
  117222. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117223. * * If you create a double-sided mesh, you can choose what parts of 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
  117224. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117226. * @param name defines the name of the mesh
  117227. * @param options defines the options used to create the mesh
  117228. * @param scene defines the hosting scene
  117229. * @returns the lathe mesh
  117230. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117231. */
  117232. static CreateLathe(name: string, options: {
  117233. shape: Vector3[];
  117234. radius?: number;
  117235. tessellation?: number;
  117236. clip?: number;
  117237. arc?: number;
  117238. closed?: boolean;
  117239. updatable?: boolean;
  117240. sideOrientation?: number;
  117241. frontUVs?: Vector4;
  117242. backUVs?: Vector4;
  117243. cap?: number;
  117244. invertUV?: boolean;
  117245. }, scene?: Nullable<Scene>): Mesh;
  117246. /**
  117247. * Creates a tiled plane mesh
  117248. * * You can set a limited pattern arrangement with the tiles
  117249. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117250. * * If you create a double-sided mesh, you can choose what parts of 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
  117251. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117252. * @param name defines the name of the mesh
  117253. * @param options defines the options used to create the mesh
  117254. * @param scene defines the hosting scene
  117255. * @returns the plane mesh
  117256. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117257. */
  117258. static CreateTiledPlane(name: string, options: {
  117259. pattern?: number;
  117260. tileSize?: number;
  117261. tileWidth?: number;
  117262. tileHeight?: number;
  117263. size?: number;
  117264. width?: number;
  117265. height?: number;
  117266. alignHorizontal?: number;
  117267. alignVertical?: number;
  117268. sideOrientation?: number;
  117269. frontUVs?: Vector4;
  117270. backUVs?: Vector4;
  117271. updatable?: boolean;
  117272. }, scene?: Nullable<Scene>): Mesh;
  117273. /**
  117274. * Creates a plane mesh
  117275. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  117276. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  117277. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  117278. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117279. * * If you create a double-sided mesh, you can choose what parts of 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
  117280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117281. * @param name defines the name of the mesh
  117282. * @param options defines the options used to create the mesh
  117283. * @param scene defines the hosting scene
  117284. * @returns the plane mesh
  117285. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117286. */
  117287. static CreatePlane(name: string, options: {
  117288. size?: number;
  117289. width?: number;
  117290. height?: number;
  117291. sideOrientation?: number;
  117292. frontUVs?: Vector4;
  117293. backUVs?: Vector4;
  117294. updatable?: boolean;
  117295. sourcePlane?: Plane;
  117296. }, scene?: Nullable<Scene>): Mesh;
  117297. /**
  117298. * Creates a ground mesh
  117299. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  117300. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  117301. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117302. * @param name defines the name of the mesh
  117303. * @param options defines the options used to create the mesh
  117304. * @param scene defines the hosting scene
  117305. * @returns the ground mesh
  117306. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  117307. */
  117308. static CreateGround(name: string, options: {
  117309. width?: number;
  117310. height?: number;
  117311. subdivisions?: number;
  117312. subdivisionsX?: number;
  117313. subdivisionsY?: number;
  117314. updatable?: boolean;
  117315. }, scene?: Nullable<Scene>): Mesh;
  117316. /**
  117317. * Creates a tiled ground mesh
  117318. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  117319. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  117320. * * 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
  117321. * * 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
  117322. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117323. * @param name defines the name of the mesh
  117324. * @param options defines the options used to create the mesh
  117325. * @param scene defines the hosting scene
  117326. * @returns the tiled ground mesh
  117327. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  117328. */
  117329. static CreateTiledGround(name: string, options: {
  117330. xmin: number;
  117331. zmin: number;
  117332. xmax: number;
  117333. zmax: number;
  117334. subdivisions?: {
  117335. w: number;
  117336. h: number;
  117337. };
  117338. precision?: {
  117339. w: number;
  117340. h: number;
  117341. };
  117342. updatable?: boolean;
  117343. }, scene?: Nullable<Scene>): Mesh;
  117344. /**
  117345. * Creates a ground mesh from a height map
  117346. * * The parameter `url` sets the URL of the height map image resource.
  117347. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  117348. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  117349. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  117350. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  117351. * * 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.
  117352. * * 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).
  117353. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  117354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117355. * @param name defines the name of the mesh
  117356. * @param url defines the url to the height map
  117357. * @param options defines the options used to create the mesh
  117358. * @param scene defines the hosting scene
  117359. * @returns the ground mesh
  117360. * @see https://doc.babylonjs.com/babylon101/height_map
  117361. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  117362. */
  117363. static CreateGroundFromHeightMap(name: string, url: string, options: {
  117364. width?: number;
  117365. height?: number;
  117366. subdivisions?: number;
  117367. minHeight?: number;
  117368. maxHeight?: number;
  117369. colorFilter?: Color3;
  117370. alphaFilter?: number;
  117371. updatable?: boolean;
  117372. onReady?: (mesh: GroundMesh) => void;
  117373. }, scene?: Nullable<Scene>): GroundMesh;
  117374. /**
  117375. * Creates a polygon mesh
  117376. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117377. * * 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
  117378. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117379. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117380. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  117381. * * Remember you can only change the shape positions, not their number when updating a polygon
  117382. * @param name defines the name of the mesh
  117383. * @param options defines the options used to create the mesh
  117384. * @param scene defines the hosting scene
  117385. * @param earcutInjection can be used to inject your own earcut reference
  117386. * @returns the polygon mesh
  117387. */
  117388. static CreatePolygon(name: string, options: {
  117389. shape: Vector3[];
  117390. holes?: Vector3[][];
  117391. depth?: number;
  117392. faceUV?: Vector4[];
  117393. faceColors?: Color4[];
  117394. updatable?: boolean;
  117395. sideOrientation?: number;
  117396. frontUVs?: Vector4;
  117397. backUVs?: Vector4;
  117398. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117399. /**
  117400. * Creates an extruded polygon mesh, with depth in the Y direction.
  117401. * * 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)
  117402. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117403. * @param name defines the name of the mesh
  117404. * @param options defines the options used to create the mesh
  117405. * @param scene defines the hosting scene
  117406. * @param earcutInjection can be used to inject your own earcut reference
  117407. * @returns the polygon mesh
  117408. */
  117409. static ExtrudePolygon(name: string, options: {
  117410. shape: Vector3[];
  117411. holes?: Vector3[][];
  117412. depth?: number;
  117413. faceUV?: Vector4[];
  117414. faceColors?: Color4[];
  117415. updatable?: boolean;
  117416. sideOrientation?: number;
  117417. frontUVs?: Vector4;
  117418. backUVs?: Vector4;
  117419. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117420. /**
  117421. * Creates a tube mesh.
  117422. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117423. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117424. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117425. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117426. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117427. * * 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)
  117428. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117429. * * 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
  117430. * * 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
  117431. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117432. * * If you create a double-sided mesh, you can choose what parts of 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
  117433. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117434. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117435. * @param name defines the name of the mesh
  117436. * @param options defines the options used to create the mesh
  117437. * @param scene defines the hosting scene
  117438. * @returns the tube mesh
  117439. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117440. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117441. */
  117442. static CreateTube(name: string, options: {
  117443. path: Vector3[];
  117444. radius?: number;
  117445. tessellation?: number;
  117446. radiusFunction?: {
  117447. (i: number, distance: number): number;
  117448. };
  117449. cap?: number;
  117450. arc?: number;
  117451. updatable?: boolean;
  117452. sideOrientation?: number;
  117453. frontUVs?: Vector4;
  117454. backUVs?: Vector4;
  117455. instance?: Mesh;
  117456. invertUV?: boolean;
  117457. }, scene?: Nullable<Scene>): Mesh;
  117458. /**
  117459. * Creates a polyhedron mesh
  117460. * * 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
  117461. * * The parameter `size` (positive float, default 1) sets the polygon size
  117462. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  117463. * * 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`
  117464. * * 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
  117465. * * 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)`)
  117466. * * 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
  117467. * * 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
  117468. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117469. * * If you create a double-sided mesh, you can choose what parts of 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
  117470. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117471. * @param name defines the name of the mesh
  117472. * @param options defines the options used to create the mesh
  117473. * @param scene defines the hosting scene
  117474. * @returns the polyhedron mesh
  117475. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  117476. */
  117477. static CreatePolyhedron(name: string, options: {
  117478. type?: number;
  117479. size?: number;
  117480. sizeX?: number;
  117481. sizeY?: number;
  117482. sizeZ?: number;
  117483. custom?: any;
  117484. faceUV?: Vector4[];
  117485. faceColors?: Color4[];
  117486. flat?: boolean;
  117487. updatable?: boolean;
  117488. sideOrientation?: number;
  117489. frontUVs?: Vector4;
  117490. backUVs?: Vector4;
  117491. }, scene?: Nullable<Scene>): Mesh;
  117492. /**
  117493. * Creates a decal mesh.
  117494. * 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
  117495. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117496. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117497. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117498. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117499. * @param name defines the name of the mesh
  117500. * @param sourceMesh defines the mesh where the decal must be applied
  117501. * @param options defines the options used to create the mesh
  117502. * @param scene defines the hosting scene
  117503. * @returns the decal mesh
  117504. * @see https://doc.babylonjs.com/how_to/decals
  117505. */
  117506. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117507. position?: Vector3;
  117508. normal?: Vector3;
  117509. size?: Vector3;
  117510. angle?: number;
  117511. }): Mesh;
  117512. }
  117513. }
  117514. declare module BABYLON {
  117515. /**
  117516. * A simplifier interface for future simplification implementations
  117517. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  117518. */
  117519. export interface ISimplifier {
  117520. /**
  117521. * Simplification of a given mesh according to the given settings.
  117522. * Since this requires computation, it is assumed that the function runs async.
  117523. * @param settings The settings of the simplification, including quality and distance
  117524. * @param successCallback A callback that will be called after the mesh was simplified.
  117525. * @param errorCallback in case of an error, this callback will be called. optional.
  117526. */
  117527. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  117528. }
  117529. /**
  117530. * Expected simplification settings.
  117531. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  117532. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  117533. */
  117534. export interface ISimplificationSettings {
  117535. /**
  117536. * Gets or sets the expected quality
  117537. */
  117538. quality: number;
  117539. /**
  117540. * Gets or sets the distance when this optimized version should be used
  117541. */
  117542. distance: number;
  117543. /**
  117544. * Gets an already optimized mesh
  117545. */
  117546. optimizeMesh?: boolean;
  117547. }
  117548. /**
  117549. * Class used to specify simplification options
  117550. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  117551. */
  117552. export class SimplificationSettings implements ISimplificationSettings {
  117553. /** expected quality */
  117554. quality: number;
  117555. /** distance when this optimized version should be used */
  117556. distance: number;
  117557. /** already optimized mesh */
  117558. optimizeMesh?: boolean | undefined;
  117559. /**
  117560. * Creates a SimplificationSettings
  117561. * @param quality expected quality
  117562. * @param distance distance when this optimized version should be used
  117563. * @param optimizeMesh already optimized mesh
  117564. */
  117565. constructor(
  117566. /** expected quality */
  117567. quality: number,
  117568. /** distance when this optimized version should be used */
  117569. distance: number,
  117570. /** already optimized mesh */
  117571. optimizeMesh?: boolean | undefined);
  117572. }
  117573. /**
  117574. * Interface used to define a simplification task
  117575. */
  117576. export interface ISimplificationTask {
  117577. /**
  117578. * Array of settings
  117579. */
  117580. settings: Array<ISimplificationSettings>;
  117581. /**
  117582. * Simplification type
  117583. */
  117584. simplificationType: SimplificationType;
  117585. /**
  117586. * Mesh to simplify
  117587. */
  117588. mesh: Mesh;
  117589. /**
  117590. * Callback called on success
  117591. */
  117592. successCallback?: () => void;
  117593. /**
  117594. * Defines if parallel processing can be used
  117595. */
  117596. parallelProcessing: boolean;
  117597. }
  117598. /**
  117599. * Queue used to order the simplification tasks
  117600. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  117601. */
  117602. export class SimplificationQueue {
  117603. private _simplificationArray;
  117604. /**
  117605. * Gets a boolean indicating that the process is still running
  117606. */
  117607. running: boolean;
  117608. /**
  117609. * Creates a new queue
  117610. */
  117611. constructor();
  117612. /**
  117613. * Adds a new simplification task
  117614. * @param task defines a task to add
  117615. */
  117616. addTask(task: ISimplificationTask): void;
  117617. /**
  117618. * Execute next task
  117619. */
  117620. executeNext(): void;
  117621. /**
  117622. * Execute a simplification task
  117623. * @param task defines the task to run
  117624. */
  117625. runSimplification(task: ISimplificationTask): void;
  117626. private getSimplifier;
  117627. }
  117628. /**
  117629. * The implemented types of simplification
  117630. * At the moment only Quadratic Error Decimation is implemented
  117631. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  117632. */
  117633. export enum SimplificationType {
  117634. /** Quadratic error decimation */
  117635. QUADRATIC = 0
  117636. }
  117637. }
  117638. declare module BABYLON {
  117639. interface Scene {
  117640. /** @hidden (Backing field) */
  117641. _simplificationQueue: SimplificationQueue;
  117642. /**
  117643. * Gets or sets the simplification queue attached to the scene
  117644. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  117645. */
  117646. simplificationQueue: SimplificationQueue;
  117647. }
  117648. interface Mesh {
  117649. /**
  117650. * Simplify the mesh according to the given array of settings.
  117651. * Function will return immediately and will simplify async
  117652. * @param settings a collection of simplification settings
  117653. * @param parallelProcessing should all levels calculate parallel or one after the other
  117654. * @param simplificationType the type of simplification to run
  117655. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  117656. * @returns the current mesh
  117657. */
  117658. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  117659. }
  117660. /**
  117661. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  117662. * created in a scene
  117663. */
  117664. export class SimplicationQueueSceneComponent implements ISceneComponent {
  117665. /**
  117666. * The component name helpfull to identify the component in the list of scene components.
  117667. */
  117668. readonly name: string;
  117669. /**
  117670. * The scene the component belongs to.
  117671. */
  117672. scene: Scene;
  117673. /**
  117674. * Creates a new instance of the component for the given scene
  117675. * @param scene Defines the scene to register the component in
  117676. */
  117677. constructor(scene: Scene);
  117678. /**
  117679. * Registers the component in a given scene
  117680. */
  117681. register(): void;
  117682. /**
  117683. * Rebuilds the elements related to this component in case of
  117684. * context lost for instance.
  117685. */
  117686. rebuild(): void;
  117687. /**
  117688. * Disposes the component and the associated ressources
  117689. */
  117690. dispose(): void;
  117691. private _beforeCameraUpdate;
  117692. }
  117693. }
  117694. declare module BABYLON {
  117695. /**
  117696. * Class used to enable access to IndexedDB
  117697. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  117698. */
  117699. export class Database implements IOfflineProvider {
  117700. private _callbackManifestChecked;
  117701. private _currentSceneUrl;
  117702. private _db;
  117703. private _enableSceneOffline;
  117704. private _enableTexturesOffline;
  117705. private _manifestVersionFound;
  117706. private _mustUpdateRessources;
  117707. private _hasReachedQuota;
  117708. private _isSupported;
  117709. private _idbFactory;
  117710. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  117711. private static IsUASupportingBlobStorage;
  117712. /**
  117713. * Gets a boolean indicating if Database storate is enabled (off by default)
  117714. */
  117715. static IDBStorageEnabled: boolean;
  117716. /**
  117717. * Gets a boolean indicating if scene must be saved in the database
  117718. */
  117719. readonly enableSceneOffline: boolean;
  117720. /**
  117721. * Gets a boolean indicating if textures must be saved in the database
  117722. */
  117723. readonly enableTexturesOffline: boolean;
  117724. /**
  117725. * Creates a new Database
  117726. * @param urlToScene defines the url to load the scene
  117727. * @param callbackManifestChecked defines the callback to use when manifest is checked
  117728. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  117729. */
  117730. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  117731. private static _ParseURL;
  117732. private static _ReturnFullUrlLocation;
  117733. private _checkManifestFile;
  117734. /**
  117735. * Open the database and make it available
  117736. * @param successCallback defines the callback to call on success
  117737. * @param errorCallback defines the callback to call on error
  117738. */
  117739. open(successCallback: () => void, errorCallback: () => void): void;
  117740. /**
  117741. * Loads an image from the database
  117742. * @param url defines the url to load from
  117743. * @param image defines the target DOM image
  117744. */
  117745. loadImage(url: string, image: HTMLImageElement): void;
  117746. private _loadImageFromDBAsync;
  117747. private _saveImageIntoDBAsync;
  117748. private _checkVersionFromDB;
  117749. private _loadVersionFromDBAsync;
  117750. private _saveVersionIntoDBAsync;
  117751. /**
  117752. * Loads a file from database
  117753. * @param url defines the URL to load from
  117754. * @param sceneLoaded defines a callback to call on success
  117755. * @param progressCallBack defines a callback to call when progress changed
  117756. * @param errorCallback defines a callback to call on error
  117757. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  117758. */
  117759. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  117760. private _loadFileAsync;
  117761. private _saveFileAsync;
  117762. /**
  117763. * Validates if xhr data is correct
  117764. * @param xhr defines the request to validate
  117765. * @param dataType defines the expected data type
  117766. * @returns true if data is correct
  117767. */
  117768. private static _ValidateXHRData;
  117769. }
  117770. }
  117771. declare module BABYLON {
  117772. /** @hidden */
  117773. export var gpuUpdateParticlesPixelShader: {
  117774. name: string;
  117775. shader: string;
  117776. };
  117777. }
  117778. declare module BABYLON {
  117779. /** @hidden */
  117780. export var gpuUpdateParticlesVertexShader: {
  117781. name: string;
  117782. shader: string;
  117783. };
  117784. }
  117785. declare module BABYLON {
  117786. /** @hidden */
  117787. export var clipPlaneFragmentDeclaration2: {
  117788. name: string;
  117789. shader: string;
  117790. };
  117791. }
  117792. declare module BABYLON {
  117793. /** @hidden */
  117794. export var gpuRenderParticlesPixelShader: {
  117795. name: string;
  117796. shader: string;
  117797. };
  117798. }
  117799. declare module BABYLON {
  117800. /** @hidden */
  117801. export var clipPlaneVertexDeclaration2: {
  117802. name: string;
  117803. shader: string;
  117804. };
  117805. }
  117806. declare module BABYLON {
  117807. /** @hidden */
  117808. export var gpuRenderParticlesVertexShader: {
  117809. name: string;
  117810. shader: string;
  117811. };
  117812. }
  117813. declare module BABYLON {
  117814. /**
  117815. * This represents a GPU particle system in Babylon
  117816. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  117817. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  117818. */
  117819. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  117820. /**
  117821. * The layer mask we are rendering the particles through.
  117822. */
  117823. layerMask: number;
  117824. private _capacity;
  117825. private _activeCount;
  117826. private _currentActiveCount;
  117827. private _accumulatedCount;
  117828. private _renderEffect;
  117829. private _updateEffect;
  117830. private _buffer0;
  117831. private _buffer1;
  117832. private _spriteBuffer;
  117833. private _updateVAO;
  117834. private _renderVAO;
  117835. private _targetIndex;
  117836. private _sourceBuffer;
  117837. private _targetBuffer;
  117838. private _engine;
  117839. private _currentRenderId;
  117840. private _started;
  117841. private _stopped;
  117842. private _timeDelta;
  117843. private _randomTexture;
  117844. private _randomTexture2;
  117845. private _attributesStrideSize;
  117846. private _updateEffectOptions;
  117847. private _randomTextureSize;
  117848. private _actualFrame;
  117849. private readonly _rawTextureWidth;
  117850. /**
  117851. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  117852. */
  117853. static readonly IsSupported: boolean;
  117854. /**
  117855. * An event triggered when the system is disposed.
  117856. */
  117857. onDisposeObservable: Observable<GPUParticleSystem>;
  117858. /**
  117859. * Gets the maximum number of particles active at the same time.
  117860. * @returns The max number of active particles.
  117861. */
  117862. getCapacity(): number;
  117863. /**
  117864. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  117865. * to override the particles.
  117866. */
  117867. forceDepthWrite: boolean;
  117868. /**
  117869. * Gets or set the number of active particles
  117870. */
  117871. activeParticleCount: number;
  117872. private _preWarmDone;
  117873. /**
  117874. * Is this system ready to be used/rendered
  117875. * @return true if the system is ready
  117876. */
  117877. isReady(): boolean;
  117878. /**
  117879. * Gets if the system has been started. (Note: this will still be true after stop is called)
  117880. * @returns True if it has been started, otherwise false.
  117881. */
  117882. isStarted(): boolean;
  117883. /**
  117884. * Starts the particle system and begins to emit
  117885. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  117886. */
  117887. start(delay?: number): void;
  117888. /**
  117889. * Stops the particle system.
  117890. */
  117891. stop(): void;
  117892. /**
  117893. * Remove all active particles
  117894. */
  117895. reset(): void;
  117896. /**
  117897. * Returns the string "GPUParticleSystem"
  117898. * @returns a string containing the class name
  117899. */
  117900. getClassName(): string;
  117901. private _colorGradientsTexture;
  117902. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  117903. /**
  117904. * Adds a new color gradient
  117905. * @param gradient defines the gradient to use (between 0 and 1)
  117906. * @param color1 defines the color to affect to the specified gradient
  117907. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  117908. * @returns the current particle system
  117909. */
  117910. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  117911. /**
  117912. * Remove a specific color gradient
  117913. * @param gradient defines the gradient to remove
  117914. * @returns the current particle system
  117915. */
  117916. removeColorGradient(gradient: number): GPUParticleSystem;
  117917. private _angularSpeedGradientsTexture;
  117918. private _sizeGradientsTexture;
  117919. private _velocityGradientsTexture;
  117920. private _limitVelocityGradientsTexture;
  117921. private _dragGradientsTexture;
  117922. private _addFactorGradient;
  117923. /**
  117924. * Adds a new size gradient
  117925. * @param gradient defines the gradient to use (between 0 and 1)
  117926. * @param factor defines the size factor to affect to the specified gradient
  117927. * @returns the current particle system
  117928. */
  117929. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  117930. /**
  117931. * Remove a specific size gradient
  117932. * @param gradient defines the gradient to remove
  117933. * @returns the current particle system
  117934. */
  117935. removeSizeGradient(gradient: number): GPUParticleSystem;
  117936. /**
  117937. * Adds a new angular speed gradient
  117938. * @param gradient defines the gradient to use (between 0 and 1)
  117939. * @param factor defines the angular speed to affect to the specified gradient
  117940. * @returns the current particle system
  117941. */
  117942. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  117943. /**
  117944. * Remove a specific angular speed gradient
  117945. * @param gradient defines the gradient to remove
  117946. * @returns the current particle system
  117947. */
  117948. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  117949. /**
  117950. * Adds a new velocity gradient
  117951. * @param gradient defines the gradient to use (between 0 and 1)
  117952. * @param factor defines the velocity to affect to the specified gradient
  117953. * @returns the current particle system
  117954. */
  117955. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  117956. /**
  117957. * Remove a specific velocity gradient
  117958. * @param gradient defines the gradient to remove
  117959. * @returns the current particle system
  117960. */
  117961. removeVelocityGradient(gradient: number): GPUParticleSystem;
  117962. /**
  117963. * Adds a new limit velocity gradient
  117964. * @param gradient defines the gradient to use (between 0 and 1)
  117965. * @param factor defines the limit velocity value to affect to the specified gradient
  117966. * @returns the current particle system
  117967. */
  117968. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  117969. /**
  117970. * Remove a specific limit velocity gradient
  117971. * @param gradient defines the gradient to remove
  117972. * @returns the current particle system
  117973. */
  117974. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  117975. /**
  117976. * Adds a new drag gradient
  117977. * @param gradient defines the gradient to use (between 0 and 1)
  117978. * @param factor defines the drag value to affect to the specified gradient
  117979. * @returns the current particle system
  117980. */
  117981. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  117982. /**
  117983. * Remove a specific drag gradient
  117984. * @param gradient defines the gradient to remove
  117985. * @returns the current particle system
  117986. */
  117987. removeDragGradient(gradient: number): GPUParticleSystem;
  117988. /**
  117989. * Not supported by GPUParticleSystem
  117990. * @param gradient defines the gradient to use (between 0 and 1)
  117991. * @param factor defines the emit rate value to affect to the specified gradient
  117992. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  117993. * @returns the current particle system
  117994. */
  117995. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  117996. /**
  117997. * Not supported by GPUParticleSystem
  117998. * @param gradient defines the gradient to remove
  117999. * @returns the current particle system
  118000. */
  118001. removeEmitRateGradient(gradient: number): IParticleSystem;
  118002. /**
  118003. * Not supported by GPUParticleSystem
  118004. * @param gradient defines the gradient to use (between 0 and 1)
  118005. * @param factor defines the start size value to affect to the specified gradient
  118006. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118007. * @returns the current particle system
  118008. */
  118009. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118010. /**
  118011. * Not supported by GPUParticleSystem
  118012. * @param gradient defines the gradient to remove
  118013. * @returns the current particle system
  118014. */
  118015. removeStartSizeGradient(gradient: number): IParticleSystem;
  118016. /**
  118017. * Not supported by GPUParticleSystem
  118018. * @param gradient defines the gradient to use (between 0 and 1)
  118019. * @param min defines the color remap minimal range
  118020. * @param max defines the color remap maximal range
  118021. * @returns the current particle system
  118022. */
  118023. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118024. /**
  118025. * Not supported by GPUParticleSystem
  118026. * @param gradient defines the gradient to remove
  118027. * @returns the current particle system
  118028. */
  118029. removeColorRemapGradient(): IParticleSystem;
  118030. /**
  118031. * Not supported by GPUParticleSystem
  118032. * @param gradient defines the gradient to use (between 0 and 1)
  118033. * @param min defines the alpha remap minimal range
  118034. * @param max defines the alpha remap maximal range
  118035. * @returns the current particle system
  118036. */
  118037. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118038. /**
  118039. * Not supported by GPUParticleSystem
  118040. * @param gradient defines the gradient to remove
  118041. * @returns the current particle system
  118042. */
  118043. removeAlphaRemapGradient(): IParticleSystem;
  118044. /**
  118045. * Not supported by GPUParticleSystem
  118046. * @param gradient defines the gradient to use (between 0 and 1)
  118047. * @param color defines the color to affect to the specified gradient
  118048. * @returns the current particle system
  118049. */
  118050. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  118051. /**
  118052. * Not supported by GPUParticleSystem
  118053. * @param gradient defines the gradient to remove
  118054. * @returns the current particle system
  118055. */
  118056. removeRampGradient(): IParticleSystem;
  118057. /**
  118058. * Not supported by GPUParticleSystem
  118059. * @returns the list of ramp gradients
  118060. */
  118061. getRampGradients(): Nullable<Array<Color3Gradient>>;
  118062. /**
  118063. * Not supported by GPUParticleSystem
  118064. * Gets or sets a boolean indicating that ramp gradients must be used
  118065. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  118066. */
  118067. useRampGradients: boolean;
  118068. /**
  118069. * Not supported by GPUParticleSystem
  118070. * @param gradient defines the gradient to use (between 0 and 1)
  118071. * @param factor defines the life time factor to affect to the specified gradient
  118072. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118073. * @returns the current particle system
  118074. */
  118075. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118076. /**
  118077. * Not supported by GPUParticleSystem
  118078. * @param gradient defines the gradient to remove
  118079. * @returns the current particle system
  118080. */
  118081. removeLifeTimeGradient(gradient: number): IParticleSystem;
  118082. /**
  118083. * Instantiates a GPU particle system.
  118084. * 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.
  118085. * @param name The name of the particle system
  118086. * @param options The options used to create the system
  118087. * @param scene The scene the particle system belongs to
  118088. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  118089. */
  118090. constructor(name: string, options: Partial<{
  118091. capacity: number;
  118092. randomTextureSize: number;
  118093. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  118094. protected _reset(): void;
  118095. private _createUpdateVAO;
  118096. private _createRenderVAO;
  118097. private _initialize;
  118098. /** @hidden */
  118099. _recreateUpdateEffect(): void;
  118100. /** @hidden */
  118101. _recreateRenderEffect(): void;
  118102. /**
  118103. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  118104. * @param preWarm defines if we are in the pre-warmimg phase
  118105. */
  118106. animate(preWarm?: boolean): void;
  118107. private _createFactorGradientTexture;
  118108. private _createSizeGradientTexture;
  118109. private _createAngularSpeedGradientTexture;
  118110. private _createVelocityGradientTexture;
  118111. private _createLimitVelocityGradientTexture;
  118112. private _createDragGradientTexture;
  118113. private _createColorGradientTexture;
  118114. /**
  118115. * Renders the particle system in its current state
  118116. * @param preWarm defines if the system should only update the particles but not render them
  118117. * @returns the current number of particles
  118118. */
  118119. render(preWarm?: boolean): number;
  118120. /**
  118121. * Rebuilds the particle system
  118122. */
  118123. rebuild(): void;
  118124. private _releaseBuffers;
  118125. private _releaseVAOs;
  118126. /**
  118127. * Disposes the particle system and free the associated resources
  118128. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  118129. */
  118130. dispose(disposeTexture?: boolean): void;
  118131. /**
  118132. * Clones the particle system.
  118133. * @param name The name of the cloned object
  118134. * @param newEmitter The new emitter to use
  118135. * @returns the cloned particle system
  118136. */
  118137. clone(name: string, newEmitter: any): GPUParticleSystem;
  118138. /**
  118139. * Serializes the particle system to a JSON object.
  118140. * @returns the JSON object
  118141. */
  118142. serialize(): any;
  118143. /**
  118144. * Parses a JSON object to create a GPU particle system.
  118145. * @param parsedParticleSystem The JSON object to parse
  118146. * @param scene The scene to create the particle system in
  118147. * @param rootUrl The root url to use to load external dependencies like texture
  118148. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  118149. * @returns the parsed GPU particle system
  118150. */
  118151. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  118152. }
  118153. }
  118154. declare module BABYLON {
  118155. /**
  118156. * Represents a set of particle systems working together to create a specific effect
  118157. */
  118158. export class ParticleSystemSet implements IDisposable {
  118159. private _emitterCreationOptions;
  118160. private _emitterNode;
  118161. /**
  118162. * Gets the particle system list
  118163. */
  118164. systems: IParticleSystem[];
  118165. /**
  118166. * Gets the emitter node used with this set
  118167. */
  118168. readonly emitterNode: Nullable<TransformNode>;
  118169. /**
  118170. * Creates a new emitter mesh as a sphere
  118171. * @param options defines the options used to create the sphere
  118172. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118173. * @param scene defines the hosting scene
  118174. */
  118175. setEmitterAsSphere(options: {
  118176. diameter: number;
  118177. segments: number;
  118178. color: Color3;
  118179. }, renderingGroupId: number, scene: Scene): void;
  118180. /**
  118181. * Starts all particle systems of the set
  118182. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118183. */
  118184. start(emitter?: AbstractMesh): void;
  118185. /**
  118186. * Release all associated resources
  118187. */
  118188. dispose(): void;
  118189. /**
  118190. * Serialize the set into a JSON compatible object
  118191. * @returns a JSON compatible representation of the set
  118192. */
  118193. serialize(): any;
  118194. /**
  118195. * Parse a new ParticleSystemSet from a serialized source
  118196. * @param data defines a JSON compatible representation of the set
  118197. * @param scene defines the hosting scene
  118198. * @param gpu defines if we want GPU particles or CPU particles
  118199. * @returns a new ParticleSystemSet
  118200. */
  118201. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  118202. }
  118203. }
  118204. declare module BABYLON {
  118205. /**
  118206. * This class is made for on one-liner static method to help creating particle system set.
  118207. */
  118208. export class ParticleHelper {
  118209. /**
  118210. * Gets or sets base Assets URL
  118211. */
  118212. static BaseAssetsUrl: string;
  118213. /**
  118214. * Create a default particle system that you can tweak
  118215. * @param emitter defines the emitter to use
  118216. * @param capacity defines the system capacity (default is 500 particles)
  118217. * @param scene defines the hosting scene
  118218. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  118219. * @returns the new Particle system
  118220. */
  118221. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  118222. /**
  118223. * This is the main static method (one-liner) of this helper to create different particle systems
  118224. * @param type This string represents the type to the particle system to create
  118225. * @param scene The scene where the particle system should live
  118226. * @param gpu If the system will use gpu
  118227. * @returns the ParticleSystemSet created
  118228. */
  118229. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  118230. /**
  118231. * Static function used to export a particle system to a ParticleSystemSet variable.
  118232. * Please note that the emitter shape is not exported
  118233. * @param systems defines the particle systems to export
  118234. * @returns the created particle system set
  118235. */
  118236. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  118237. }
  118238. }
  118239. declare module BABYLON {
  118240. interface Engine {
  118241. /**
  118242. * Create an effect to use with particle systems.
  118243. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  118244. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  118245. * @param uniformsNames defines a list of attribute names
  118246. * @param samplers defines an array of string used to represent textures
  118247. * @param defines defines the string containing the defines to use to compile the shaders
  118248. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  118249. * @param onCompiled defines a function to call when the effect creation is successful
  118250. * @param onError defines a function to call when the effect creation has failed
  118251. * @returns the new Effect
  118252. */
  118253. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  118254. }
  118255. interface Mesh {
  118256. /**
  118257. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  118258. * @returns an array of IParticleSystem
  118259. */
  118260. getEmittedParticleSystems(): IParticleSystem[];
  118261. /**
  118262. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  118263. * @returns an array of IParticleSystem
  118264. */
  118265. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  118266. }
  118267. /**
  118268. * @hidden
  118269. */
  118270. export var _IDoNeedToBeInTheBuild: number;
  118271. }
  118272. declare module BABYLON {
  118273. interface Scene {
  118274. /** @hidden (Backing field) */
  118275. _physicsEngine: Nullable<IPhysicsEngine>;
  118276. /**
  118277. * Gets the current physics engine
  118278. * @returns a IPhysicsEngine or null if none attached
  118279. */
  118280. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  118281. /**
  118282. * Enables physics to the current scene
  118283. * @param gravity defines the scene's gravity for the physics engine
  118284. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  118285. * @return a boolean indicating if the physics engine was initialized
  118286. */
  118287. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  118288. /**
  118289. * Disables and disposes the physics engine associated with the scene
  118290. */
  118291. disablePhysicsEngine(): void;
  118292. /**
  118293. * Gets a boolean indicating if there is an active physics engine
  118294. * @returns a boolean indicating if there is an active physics engine
  118295. */
  118296. isPhysicsEnabled(): boolean;
  118297. /**
  118298. * Deletes a physics compound impostor
  118299. * @param compound defines the compound to delete
  118300. */
  118301. deleteCompoundImpostor(compound: any): void;
  118302. /**
  118303. * An event triggered when physic simulation is about to be run
  118304. */
  118305. onBeforePhysicsObservable: Observable<Scene>;
  118306. /**
  118307. * An event triggered when physic simulation has been done
  118308. */
  118309. onAfterPhysicsObservable: Observable<Scene>;
  118310. }
  118311. interface AbstractMesh {
  118312. /** @hidden */
  118313. _physicsImpostor: Nullable<PhysicsImpostor>;
  118314. /**
  118315. * Gets or sets impostor used for physic simulation
  118316. * @see http://doc.babylonjs.com/features/physics_engine
  118317. */
  118318. physicsImpostor: Nullable<PhysicsImpostor>;
  118319. /**
  118320. * Gets the current physics impostor
  118321. * @see http://doc.babylonjs.com/features/physics_engine
  118322. * @returns a physics impostor or null
  118323. */
  118324. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  118325. /** Apply a physic impulse to the mesh
  118326. * @param force defines the force to apply
  118327. * @param contactPoint defines where to apply the force
  118328. * @returns the current mesh
  118329. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  118330. */
  118331. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  118332. /**
  118333. * Creates a physic joint between two meshes
  118334. * @param otherMesh defines the other mesh to use
  118335. * @param pivot1 defines the pivot to use on this mesh
  118336. * @param pivot2 defines the pivot to use on the other mesh
  118337. * @param options defines additional options (can be plugin dependent)
  118338. * @returns the current mesh
  118339. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  118340. */
  118341. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  118342. /** @hidden */
  118343. _disposePhysicsObserver: Nullable<Observer<Node>>;
  118344. }
  118345. /**
  118346. * Defines the physics engine scene component responsible to manage a physics engine
  118347. */
  118348. export class PhysicsEngineSceneComponent implements ISceneComponent {
  118349. /**
  118350. * The component name helpful to identify the component in the list of scene components.
  118351. */
  118352. readonly name: string;
  118353. /**
  118354. * The scene the component belongs to.
  118355. */
  118356. scene: Scene;
  118357. /**
  118358. * Creates a new instance of the component for the given scene
  118359. * @param scene Defines the scene to register the component in
  118360. */
  118361. constructor(scene: Scene);
  118362. /**
  118363. * Registers the component in a given scene
  118364. */
  118365. register(): void;
  118366. /**
  118367. * Rebuilds the elements related to this component in case of
  118368. * context lost for instance.
  118369. */
  118370. rebuild(): void;
  118371. /**
  118372. * Disposes the component and the associated ressources
  118373. */
  118374. dispose(): void;
  118375. }
  118376. }
  118377. declare module BABYLON {
  118378. /**
  118379. * A helper for physics simulations
  118380. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118381. */
  118382. export class PhysicsHelper {
  118383. private _scene;
  118384. private _physicsEngine;
  118385. /**
  118386. * Initializes the Physics helper
  118387. * @param scene Babylon.js scene
  118388. */
  118389. constructor(scene: Scene);
  118390. /**
  118391. * Applies a radial explosion impulse
  118392. * @param origin the origin of the explosion
  118393. * @param radiusOrEventOptions the radius or the options of radial explosion
  118394. * @param strength the explosion strength
  118395. * @param falloff possible options: Constant & Linear. Defaults to Constant
  118396. * @returns A physics radial explosion event, or null
  118397. */
  118398. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  118399. /**
  118400. * Applies a radial explosion force
  118401. * @param origin the origin of the explosion
  118402. * @param radiusOrEventOptions the radius or the options of radial explosion
  118403. * @param strength the explosion strength
  118404. * @param falloff possible options: Constant & Linear. Defaults to Constant
  118405. * @returns A physics radial explosion event, or null
  118406. */
  118407. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  118408. /**
  118409. * Creates a gravitational field
  118410. * @param origin the origin of the explosion
  118411. * @param radiusOrEventOptions the radius or the options of radial explosion
  118412. * @param strength the explosion strength
  118413. * @param falloff possible options: Constant & Linear. Defaults to Constant
  118414. * @returns A physics gravitational field event, or null
  118415. */
  118416. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  118417. /**
  118418. * Creates a physics updraft event
  118419. * @param origin the origin of the updraft
  118420. * @param radiusOrEventOptions the radius or the options of the updraft
  118421. * @param strength the strength of the updraft
  118422. * @param height the height of the updraft
  118423. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  118424. * @returns A physics updraft event, or null
  118425. */
  118426. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  118427. /**
  118428. * Creates a physics vortex event
  118429. * @param origin the of the vortex
  118430. * @param radiusOrEventOptions the radius or the options of the vortex
  118431. * @param strength the strength of the vortex
  118432. * @param height the height of the vortex
  118433. * @returns a Physics vortex event, or null
  118434. * A physics vortex event or null
  118435. */
  118436. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  118437. }
  118438. /**
  118439. * Represents a physics radial explosion event
  118440. */
  118441. class PhysicsRadialExplosionEvent {
  118442. private _scene;
  118443. private _options;
  118444. private _sphere;
  118445. private _dataFetched;
  118446. /**
  118447. * Initializes a radial explosioin event
  118448. * @param _scene BabylonJS scene
  118449. * @param _options The options for the vortex event
  118450. */
  118451. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  118452. /**
  118453. * Returns the data related to the radial explosion event (sphere).
  118454. * @returns The radial explosion event data
  118455. */
  118456. getData(): PhysicsRadialExplosionEventData;
  118457. /**
  118458. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  118459. * @param impostor A physics imposter
  118460. * @param origin the origin of the explosion
  118461. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  118462. */
  118463. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  118464. /**
  118465. * Triggers affecterd impostors callbacks
  118466. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  118467. */
  118468. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  118469. /**
  118470. * Disposes the sphere.
  118471. * @param force Specifies if the sphere should be disposed by force
  118472. */
  118473. dispose(force?: boolean): void;
  118474. /*** Helpers ***/
  118475. private _prepareSphere;
  118476. private _intersectsWithSphere;
  118477. }
  118478. /**
  118479. * Represents a gravitational field event
  118480. */
  118481. class PhysicsGravitationalFieldEvent {
  118482. private _physicsHelper;
  118483. private _scene;
  118484. private _origin;
  118485. private _options;
  118486. private _tickCallback;
  118487. private _sphere;
  118488. private _dataFetched;
  118489. /**
  118490. * Initializes the physics gravitational field event
  118491. * @param _physicsHelper A physics helper
  118492. * @param _scene BabylonJS scene
  118493. * @param _origin The origin position of the gravitational field event
  118494. * @param _options The options for the vortex event
  118495. */
  118496. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  118497. /**
  118498. * Returns the data related to the gravitational field event (sphere).
  118499. * @returns A gravitational field event
  118500. */
  118501. getData(): PhysicsGravitationalFieldEventData;
  118502. /**
  118503. * Enables the gravitational field.
  118504. */
  118505. enable(): void;
  118506. /**
  118507. * Disables the gravitational field.
  118508. */
  118509. disable(): void;
  118510. /**
  118511. * Disposes the sphere.
  118512. * @param force The force to dispose from the gravitational field event
  118513. */
  118514. dispose(force?: boolean): void;
  118515. private _tick;
  118516. }
  118517. /**
  118518. * Represents a physics updraft event
  118519. */
  118520. class PhysicsUpdraftEvent {
  118521. private _scene;
  118522. private _origin;
  118523. private _options;
  118524. private _physicsEngine;
  118525. private _originTop;
  118526. private _originDirection;
  118527. private _tickCallback;
  118528. private _cylinder;
  118529. private _cylinderPosition;
  118530. private _dataFetched;
  118531. /**
  118532. * Initializes the physics updraft event
  118533. * @param _scene BabylonJS scene
  118534. * @param _origin The origin position of the updraft
  118535. * @param _options The options for the updraft event
  118536. */
  118537. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  118538. /**
  118539. * Returns the data related to the updraft event (cylinder).
  118540. * @returns A physics updraft event
  118541. */
  118542. getData(): PhysicsUpdraftEventData;
  118543. /**
  118544. * Enables the updraft.
  118545. */
  118546. enable(): void;
  118547. /**
  118548. * Disables the updraft.
  118549. */
  118550. disable(): void;
  118551. /**
  118552. * Disposes the cylinder.
  118553. * @param force Specifies if the updraft should be disposed by force
  118554. */
  118555. dispose(force?: boolean): void;
  118556. private getImpostorHitData;
  118557. private _tick;
  118558. /*** Helpers ***/
  118559. private _prepareCylinder;
  118560. private _intersectsWithCylinder;
  118561. }
  118562. /**
  118563. * Represents a physics vortex event
  118564. */
  118565. class PhysicsVortexEvent {
  118566. private _scene;
  118567. private _origin;
  118568. private _options;
  118569. private _physicsEngine;
  118570. private _originTop;
  118571. private _tickCallback;
  118572. private _cylinder;
  118573. private _cylinderPosition;
  118574. private _dataFetched;
  118575. /**
  118576. * Initializes the physics vortex event
  118577. * @param _scene The BabylonJS scene
  118578. * @param _origin The origin position of the vortex
  118579. * @param _options The options for the vortex event
  118580. */
  118581. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  118582. /**
  118583. * Returns the data related to the vortex event (cylinder).
  118584. * @returns The physics vortex event data
  118585. */
  118586. getData(): PhysicsVortexEventData;
  118587. /**
  118588. * Enables the vortex.
  118589. */
  118590. enable(): void;
  118591. /**
  118592. * Disables the cortex.
  118593. */
  118594. disable(): void;
  118595. /**
  118596. * Disposes the sphere.
  118597. * @param force
  118598. */
  118599. dispose(force?: boolean): void;
  118600. private getImpostorHitData;
  118601. private _tick;
  118602. /*** Helpers ***/
  118603. private _prepareCylinder;
  118604. private _intersectsWithCylinder;
  118605. }
  118606. /**
  118607. * Options fot the radial explosion event
  118608. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118609. */
  118610. export class PhysicsRadialExplosionEventOptions {
  118611. /**
  118612. * The radius of the sphere for the radial explosion.
  118613. */
  118614. radius: number;
  118615. /**
  118616. * The strenth of the explosion.
  118617. */
  118618. strength: number;
  118619. /**
  118620. * The strenght of the force in correspondence to the distance of the affected object
  118621. */
  118622. falloff: PhysicsRadialImpulseFalloff;
  118623. /**
  118624. * Sphere options for the radial explosion.
  118625. */
  118626. sphere: {
  118627. segments: number;
  118628. diameter: number;
  118629. };
  118630. /**
  118631. * Sphere options for the radial explosion.
  118632. */
  118633. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  118634. }
  118635. /**
  118636. * Options fot the updraft event
  118637. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118638. */
  118639. export class PhysicsUpdraftEventOptions {
  118640. /**
  118641. * The radius of the cylinder for the vortex
  118642. */
  118643. radius: number;
  118644. /**
  118645. * The strenth of the updraft.
  118646. */
  118647. strength: number;
  118648. /**
  118649. * The height of the cylinder for the updraft.
  118650. */
  118651. height: number;
  118652. /**
  118653. * The mode for the the updraft.
  118654. */
  118655. updraftMode: PhysicsUpdraftMode;
  118656. }
  118657. /**
  118658. * Options fot the vortex event
  118659. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118660. */
  118661. export class PhysicsVortexEventOptions {
  118662. /**
  118663. * The radius of the cylinder for the vortex
  118664. */
  118665. radius: number;
  118666. /**
  118667. * The strenth of the vortex.
  118668. */
  118669. strength: number;
  118670. /**
  118671. * The height of the cylinder for the vortex.
  118672. */
  118673. height: number;
  118674. /**
  118675. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  118676. */
  118677. centripetalForceThreshold: number;
  118678. /**
  118679. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  118680. */
  118681. centripetalForceMultiplier: number;
  118682. /**
  118683. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  118684. */
  118685. centrifugalForceMultiplier: number;
  118686. /**
  118687. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  118688. */
  118689. updraftForceMultiplier: number;
  118690. }
  118691. /**
  118692. * The strenght of the force in correspondence to the distance of the affected object
  118693. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118694. */
  118695. export enum PhysicsRadialImpulseFalloff {
  118696. /** Defines that impulse is constant in strength across it's whole radius */
  118697. Constant = 0,
  118698. /** Defines that impulse gets weaker if it's further from the origin */
  118699. Linear = 1
  118700. }
  118701. /**
  118702. * The strength of the force in correspondence to the distance of the affected object
  118703. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118704. */
  118705. export enum PhysicsUpdraftMode {
  118706. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  118707. Center = 0,
  118708. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  118709. Perpendicular = 1
  118710. }
  118711. /**
  118712. * Interface for a physics hit data
  118713. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118714. */
  118715. export interface PhysicsHitData {
  118716. /**
  118717. * The force applied at the contact point
  118718. */
  118719. force: Vector3;
  118720. /**
  118721. * The contact point
  118722. */
  118723. contactPoint: Vector3;
  118724. /**
  118725. * The distance from the origin to the contact point
  118726. */
  118727. distanceFromOrigin: number;
  118728. }
  118729. /**
  118730. * Interface for radial explosion event data
  118731. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118732. */
  118733. export interface PhysicsRadialExplosionEventData {
  118734. /**
  118735. * A sphere used for the radial explosion event
  118736. */
  118737. sphere: Mesh;
  118738. }
  118739. /**
  118740. * Interface for gravitational field event data
  118741. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118742. */
  118743. export interface PhysicsGravitationalFieldEventData {
  118744. /**
  118745. * A sphere mesh used for the gravitational field event
  118746. */
  118747. sphere: Mesh;
  118748. }
  118749. /**
  118750. * Interface for updraft event data
  118751. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118752. */
  118753. export interface PhysicsUpdraftEventData {
  118754. /**
  118755. * A cylinder used for the updraft event
  118756. */
  118757. cylinder: Mesh;
  118758. }
  118759. /**
  118760. * Interface for vortex event data
  118761. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118762. */
  118763. export interface PhysicsVortexEventData {
  118764. /**
  118765. * A cylinder used for the vortex event
  118766. */
  118767. cylinder: Mesh;
  118768. }
  118769. /**
  118770. * Interface for an affected physics impostor
  118771. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  118772. */
  118773. export interface PhysicsAffectedImpostorWithData {
  118774. /**
  118775. * The impostor affected by the effect
  118776. */
  118777. impostor: PhysicsImpostor;
  118778. /**
  118779. * The data about the hit/horce from the explosion
  118780. */
  118781. hitData: PhysicsHitData;
  118782. }
  118783. }
  118784. declare module BABYLON {
  118785. /** @hidden */
  118786. export var blackAndWhitePixelShader: {
  118787. name: string;
  118788. shader: string;
  118789. };
  118790. }
  118791. declare module BABYLON {
  118792. /**
  118793. * Post process used to render in black and white
  118794. */
  118795. export class BlackAndWhitePostProcess extends PostProcess {
  118796. /**
  118797. * Linear about to convert he result to black and white (default: 1)
  118798. */
  118799. degree: number;
  118800. /**
  118801. * Creates a black and white post process
  118802. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  118803. * @param name The name of the effect.
  118804. * @param options The required width/height ratio to downsize to before computing the render pass.
  118805. * @param camera The camera to apply the render pass to.
  118806. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  118807. * @param engine The engine which the post process will be applied. (default: current engine)
  118808. * @param reusable If the post process can be reused on the same frame. (default: false)
  118809. */
  118810. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  118811. }
  118812. }
  118813. declare module BABYLON {
  118814. /**
  118815. * This represents a set of one or more post processes in Babylon.
  118816. * A post process can be used to apply a shader to a texture after it is rendered.
  118817. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  118818. */
  118819. export class PostProcessRenderEffect {
  118820. private _postProcesses;
  118821. private _getPostProcesses;
  118822. private _singleInstance;
  118823. private _cameras;
  118824. private _indicesForCamera;
  118825. /**
  118826. * Name of the effect
  118827. * @hidden
  118828. */
  118829. _name: string;
  118830. /**
  118831. * Instantiates a post process render effect.
  118832. * A post process can be used to apply a shader to a texture after it is rendered.
  118833. * @param engine The engine the effect is tied to
  118834. * @param name The name of the effect
  118835. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  118836. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  118837. */
  118838. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  118839. /**
  118840. * Checks if all the post processes in the effect are supported.
  118841. */
  118842. readonly isSupported: boolean;
  118843. /**
  118844. * Updates the current state of the effect
  118845. * @hidden
  118846. */
  118847. _update(): void;
  118848. /**
  118849. * Attaches the effect on cameras
  118850. * @param cameras The camera to attach to.
  118851. * @hidden
  118852. */
  118853. _attachCameras(cameras: Camera): void;
  118854. /**
  118855. * Attaches the effect on cameras
  118856. * @param cameras The camera to attach to.
  118857. * @hidden
  118858. */
  118859. _attachCameras(cameras: Camera[]): void;
  118860. /**
  118861. * Detaches the effect on cameras
  118862. * @param cameras The camera to detatch from.
  118863. * @hidden
  118864. */
  118865. _detachCameras(cameras: Camera): void;
  118866. /**
  118867. * Detatches the effect on cameras
  118868. * @param cameras The camera to detatch from.
  118869. * @hidden
  118870. */
  118871. _detachCameras(cameras: Camera[]): void;
  118872. /**
  118873. * Enables the effect on given cameras
  118874. * @param cameras The camera to enable.
  118875. * @hidden
  118876. */
  118877. _enable(cameras: Camera): void;
  118878. /**
  118879. * Enables the effect on given cameras
  118880. * @param cameras The camera to enable.
  118881. * @hidden
  118882. */
  118883. _enable(cameras: Nullable<Camera[]>): void;
  118884. /**
  118885. * Disables the effect on the given cameras
  118886. * @param cameras The camera to disable.
  118887. * @hidden
  118888. */
  118889. _disable(cameras: Camera): void;
  118890. /**
  118891. * Disables the effect on the given cameras
  118892. * @param cameras The camera to disable.
  118893. * @hidden
  118894. */
  118895. _disable(cameras: Nullable<Camera[]>): void;
  118896. /**
  118897. * Gets a list of the post processes contained in the effect.
  118898. * @param camera The camera to get the post processes on.
  118899. * @returns The list of the post processes in the effect.
  118900. */
  118901. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  118902. }
  118903. }
  118904. declare module BABYLON {
  118905. /** @hidden */
  118906. export var extractHighlightsPixelShader: {
  118907. name: string;
  118908. shader: string;
  118909. };
  118910. }
  118911. declare module BABYLON {
  118912. /**
  118913. * 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.
  118914. */
  118915. export class ExtractHighlightsPostProcess extends PostProcess {
  118916. /**
  118917. * The luminance threshold, pixels below this value will be set to black.
  118918. */
  118919. threshold: number;
  118920. /** @hidden */
  118921. _exposure: number;
  118922. /**
  118923. * Post process which has the input texture to be used when performing highlight extraction
  118924. * @hidden
  118925. */
  118926. _inputPostProcess: Nullable<PostProcess>;
  118927. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  118928. }
  118929. }
  118930. declare module BABYLON {
  118931. /** @hidden */
  118932. export var bloomMergePixelShader: {
  118933. name: string;
  118934. shader: string;
  118935. };
  118936. }
  118937. declare module BABYLON {
  118938. /**
  118939. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  118940. */
  118941. export class BloomMergePostProcess extends PostProcess {
  118942. /** Weight of the bloom to be added to the original input. */
  118943. weight: number;
  118944. /**
  118945. * Creates a new instance of @see BloomMergePostProcess
  118946. * @param name The name of the effect.
  118947. * @param originalFromInput Post process which's input will be used for the merge.
  118948. * @param blurred Blurred highlights post process which's output will be used.
  118949. * @param weight Weight of the bloom to be added to the original input.
  118950. * @param options The required width/height ratio to downsize to before computing the render pass.
  118951. * @param camera The camera to apply the render pass to.
  118952. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  118953. * @param engine The engine which the post process will be applied. (default: current engine)
  118954. * @param reusable If the post process can be reused on the same frame. (default: false)
  118955. * @param textureType Type of textures used when performing the post process. (default: 0)
  118956. * @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)
  118957. */
  118958. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  118959. /** Weight of the bloom to be added to the original input. */
  118960. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  118961. }
  118962. }
  118963. declare module BABYLON {
  118964. /**
  118965. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  118966. */
  118967. export class BloomEffect extends PostProcessRenderEffect {
  118968. private bloomScale;
  118969. /**
  118970. * @hidden Internal
  118971. */
  118972. _effects: Array<PostProcess>;
  118973. /**
  118974. * @hidden Internal
  118975. */
  118976. _downscale: ExtractHighlightsPostProcess;
  118977. private _blurX;
  118978. private _blurY;
  118979. private _merge;
  118980. /**
  118981. * The luminance threshold to find bright areas of the image to bloom.
  118982. */
  118983. threshold: number;
  118984. /**
  118985. * The strength of the bloom.
  118986. */
  118987. weight: number;
  118988. /**
  118989. * Specifies the size of the bloom blur kernel, relative to the final output size
  118990. */
  118991. kernel: number;
  118992. /**
  118993. * Creates a new instance of @see BloomEffect
  118994. * @param scene The scene the effect belongs to.
  118995. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  118996. * @param bloomKernel The size of the kernel to be used when applying the blur.
  118997. * @param bloomWeight The the strength of bloom.
  118998. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  118999. * @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)
  119000. */
  119001. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  119002. /**
  119003. * Disposes each of the internal effects for a given camera.
  119004. * @param camera The camera to dispose the effect on.
  119005. */
  119006. disposeEffects(camera: Camera): void;
  119007. /**
  119008. * @hidden Internal
  119009. */
  119010. _updateEffects(): void;
  119011. /**
  119012. * Internal
  119013. * @returns if all the contained post processes are ready.
  119014. * @hidden
  119015. */
  119016. _isReady(): boolean;
  119017. }
  119018. }
  119019. declare module BABYLON {
  119020. /** @hidden */
  119021. export var chromaticAberrationPixelShader: {
  119022. name: string;
  119023. shader: string;
  119024. };
  119025. }
  119026. declare module BABYLON {
  119027. /**
  119028. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  119029. */
  119030. export class ChromaticAberrationPostProcess extends PostProcess {
  119031. /**
  119032. * The amount of seperation of rgb channels (default: 30)
  119033. */
  119034. aberrationAmount: number;
  119035. /**
  119036. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  119037. */
  119038. radialIntensity: number;
  119039. /**
  119040. * 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))
  119041. */
  119042. direction: Vector2;
  119043. /**
  119044. * 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))
  119045. */
  119046. centerPosition: Vector2;
  119047. /**
  119048. * Creates a new instance ChromaticAberrationPostProcess
  119049. * @param name The name of the effect.
  119050. * @param screenWidth The width of the screen to apply the effect on.
  119051. * @param screenHeight The height of the screen to apply the effect on.
  119052. * @param options The required width/height ratio to downsize to before computing the render pass.
  119053. * @param camera The camera to apply the render pass to.
  119054. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119055. * @param engine The engine which the post process will be applied. (default: current engine)
  119056. * @param reusable If the post process can be reused on the same frame. (default: false)
  119057. * @param textureType Type of textures used when performing the post process. (default: 0)
  119058. * @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)
  119059. */
  119060. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119061. }
  119062. }
  119063. declare module BABYLON {
  119064. /** @hidden */
  119065. export var circleOfConfusionPixelShader: {
  119066. name: string;
  119067. shader: string;
  119068. };
  119069. }
  119070. declare module BABYLON {
  119071. /**
  119072. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  119073. */
  119074. export class CircleOfConfusionPostProcess extends PostProcess {
  119075. /**
  119076. * 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.
  119077. */
  119078. lensSize: number;
  119079. /**
  119080. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  119081. */
  119082. fStop: number;
  119083. /**
  119084. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  119085. */
  119086. focusDistance: number;
  119087. /**
  119088. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  119089. */
  119090. focalLength: number;
  119091. private _depthTexture;
  119092. /**
  119093. * Creates a new instance CircleOfConfusionPostProcess
  119094. * @param name The name of the effect.
  119095. * @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.
  119096. * @param options The required width/height ratio to downsize to before computing the render pass.
  119097. * @param camera The camera to apply the render pass to.
  119098. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119099. * @param engine The engine which the post process will be applied. (default: current engine)
  119100. * @param reusable If the post process can be reused on the same frame. (default: false)
  119101. * @param textureType Type of textures used when performing the post process. (default: 0)
  119102. * @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)
  119103. */
  119104. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119105. /**
  119106. * 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.
  119107. */
  119108. depthTexture: RenderTargetTexture;
  119109. }
  119110. }
  119111. declare module BABYLON {
  119112. /** @hidden */
  119113. export var colorCorrectionPixelShader: {
  119114. name: string;
  119115. shader: string;
  119116. };
  119117. }
  119118. declare module BABYLON {
  119119. /**
  119120. *
  119121. * This post-process allows the modification of rendered colors by using
  119122. * a 'look-up table' (LUT). This effect is also called Color Grading.
  119123. *
  119124. * The object needs to be provided an url to a texture containing the color
  119125. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  119126. * Use an image editing software to tweak the LUT to match your needs.
  119127. *
  119128. * For an example of a color LUT, see here:
  119129. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  119130. * For explanations on color grading, see here:
  119131. * @see http://udn.epicgames.com/Three/ColorGrading.html
  119132. *
  119133. */
  119134. export class ColorCorrectionPostProcess extends PostProcess {
  119135. private _colorTableTexture;
  119136. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119137. }
  119138. }
  119139. declare module BABYLON {
  119140. /** @hidden */
  119141. export var convolutionPixelShader: {
  119142. name: string;
  119143. shader: string;
  119144. };
  119145. }
  119146. declare module BABYLON {
  119147. /**
  119148. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  119149. * input texture to perform effects such as edge detection or sharpening
  119150. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  119151. */
  119152. export class ConvolutionPostProcess extends PostProcess {
  119153. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  119154. kernel: number[];
  119155. /**
  119156. * Creates a new instance ConvolutionPostProcess
  119157. * @param name The name of the effect.
  119158. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  119159. * @param options The required width/height ratio to downsize to before computing the render pass.
  119160. * @param camera The camera to apply the render pass to.
  119161. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119162. * @param engine The engine which the post process will be applied. (default: current engine)
  119163. * @param reusable If the post process can be reused on the same frame. (default: false)
  119164. * @param textureType Type of textures used when performing the post process. (default: 0)
  119165. */
  119166. constructor(name: string,
  119167. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  119168. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  119169. /**
  119170. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  119171. */
  119172. static EdgeDetect0Kernel: number[];
  119173. /**
  119174. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  119175. */
  119176. static EdgeDetect1Kernel: number[];
  119177. /**
  119178. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  119179. */
  119180. static EdgeDetect2Kernel: number[];
  119181. /**
  119182. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  119183. */
  119184. static SharpenKernel: number[];
  119185. /**
  119186. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  119187. */
  119188. static EmbossKernel: number[];
  119189. /**
  119190. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  119191. */
  119192. static GaussianKernel: number[];
  119193. }
  119194. }
  119195. declare module BABYLON {
  119196. /**
  119197. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  119198. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  119199. * based on samples that have a large difference in distance than the center pixel.
  119200. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  119201. */
  119202. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  119203. direction: Vector2;
  119204. /**
  119205. * Creates a new instance CircleOfConfusionPostProcess
  119206. * @param name The name of the effect.
  119207. * @param scene The scene the effect belongs to.
  119208. * @param direction The direction the blur should be applied.
  119209. * @param kernel The size of the kernel used to blur.
  119210. * @param options The required width/height ratio to downsize to before computing the render pass.
  119211. * @param camera The camera to apply the render pass to.
  119212. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  119213. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  119214. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119215. * @param engine The engine which the post process will be applied. (default: current engine)
  119216. * @param reusable If the post process can be reused on the same frame. (default: false)
  119217. * @param textureType Type of textures used when performing the post process. (default: 0)
  119218. * @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)
  119219. */
  119220. 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);
  119221. }
  119222. }
  119223. declare module BABYLON {
  119224. /** @hidden */
  119225. export var depthOfFieldMergePixelShader: {
  119226. name: string;
  119227. shader: string;
  119228. };
  119229. }
  119230. declare module BABYLON {
  119231. /**
  119232. * Options to be set when merging outputs from the default pipeline.
  119233. */
  119234. export class DepthOfFieldMergePostProcessOptions {
  119235. /**
  119236. * The original image to merge on top of
  119237. */
  119238. originalFromInput: PostProcess;
  119239. /**
  119240. * Parameters to perform the merge of the depth of field effect
  119241. */
  119242. depthOfField?: {
  119243. circleOfConfusion: PostProcess;
  119244. blurSteps: Array<PostProcess>;
  119245. };
  119246. /**
  119247. * Parameters to perform the merge of bloom effect
  119248. */
  119249. bloom?: {
  119250. blurred: PostProcess;
  119251. weight: number;
  119252. };
  119253. }
  119254. /**
  119255. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  119256. */
  119257. export class DepthOfFieldMergePostProcess extends PostProcess {
  119258. private blurSteps;
  119259. /**
  119260. * Creates a new instance of DepthOfFieldMergePostProcess
  119261. * @param name The name of the effect.
  119262. * @param originalFromInput Post process which's input will be used for the merge.
  119263. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  119264. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  119265. * @param options The required width/height ratio to downsize to before computing the render pass.
  119266. * @param camera The camera to apply the render pass to.
  119267. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119268. * @param engine The engine which the post process will be applied. (default: current engine)
  119269. * @param reusable If the post process can be reused on the same frame. (default: false)
  119270. * @param textureType Type of textures used when performing the post process. (default: 0)
  119271. * @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)
  119272. */
  119273. 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);
  119274. /**
  119275. * Updates the effect with the current post process compile time values and recompiles the shader.
  119276. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  119277. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  119278. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  119279. * @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
  119280. * @param onCompiled Called when the shader has been compiled.
  119281. * @param onError Called if there is an error when compiling a shader.
  119282. */
  119283. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  119284. }
  119285. }
  119286. declare module BABYLON {
  119287. /**
  119288. * Specifies the level of max blur that should be applied when using the depth of field effect
  119289. */
  119290. export enum DepthOfFieldEffectBlurLevel {
  119291. /**
  119292. * Subtle blur
  119293. */
  119294. Low = 0,
  119295. /**
  119296. * Medium blur
  119297. */
  119298. Medium = 1,
  119299. /**
  119300. * Large blur
  119301. */
  119302. High = 2
  119303. }
  119304. /**
  119305. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  119306. */
  119307. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  119308. private _circleOfConfusion;
  119309. /**
  119310. * @hidden Internal, blurs from high to low
  119311. */
  119312. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  119313. private _depthOfFieldBlurY;
  119314. private _dofMerge;
  119315. /**
  119316. * @hidden Internal post processes in depth of field effect
  119317. */
  119318. _effects: Array<PostProcess>;
  119319. /**
  119320. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  119321. */
  119322. focalLength: number;
  119323. /**
  119324. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  119325. */
  119326. fStop: number;
  119327. /**
  119328. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  119329. */
  119330. focusDistance: number;
  119331. /**
  119332. * 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.
  119333. */
  119334. lensSize: number;
  119335. /**
  119336. * Creates a new instance DepthOfFieldEffect
  119337. * @param scene The scene the effect belongs to.
  119338. * @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.
  119339. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  119340. * @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)
  119341. */
  119342. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  119343. /**
  119344. * Get the current class name of the current effet
  119345. * @returns "DepthOfFieldEffect"
  119346. */
  119347. getClassName(): string;
  119348. /**
  119349. * 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.
  119350. */
  119351. depthTexture: RenderTargetTexture;
  119352. /**
  119353. * Disposes each of the internal effects for a given camera.
  119354. * @param camera The camera to dispose the effect on.
  119355. */
  119356. disposeEffects(camera: Camera): void;
  119357. /**
  119358. * @hidden Internal
  119359. */
  119360. _updateEffects(): void;
  119361. /**
  119362. * Internal
  119363. * @returns if all the contained post processes are ready.
  119364. * @hidden
  119365. */
  119366. _isReady(): boolean;
  119367. }
  119368. }
  119369. declare module BABYLON {
  119370. /** @hidden */
  119371. export var displayPassPixelShader: {
  119372. name: string;
  119373. shader: string;
  119374. };
  119375. }
  119376. declare module BABYLON {
  119377. /**
  119378. * DisplayPassPostProcess which produces an output the same as it's input
  119379. */
  119380. export class DisplayPassPostProcess extends PostProcess {
  119381. /**
  119382. * Creates the DisplayPassPostProcess
  119383. * @param name The name of the effect.
  119384. * @param options The required width/height ratio to downsize to before computing the render pass.
  119385. * @param camera The camera to apply the render pass to.
  119386. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119387. * @param engine The engine which the post process will be applied. (default: current engine)
  119388. * @param reusable If the post process can be reused on the same frame. (default: false)
  119389. */
  119390. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119391. }
  119392. }
  119393. declare module BABYLON {
  119394. /** @hidden */
  119395. export var filterPixelShader: {
  119396. name: string;
  119397. shader: string;
  119398. };
  119399. }
  119400. declare module BABYLON {
  119401. /**
  119402. * Applies a kernel filter to the image
  119403. */
  119404. export class FilterPostProcess extends PostProcess {
  119405. /** The matrix to be applied to the image */
  119406. kernelMatrix: Matrix;
  119407. /**
  119408. *
  119409. * @param name The name of the effect.
  119410. * @param kernelMatrix The matrix to be applied to the image
  119411. * @param options The required width/height ratio to downsize to before computing the render pass.
  119412. * @param camera The camera to apply the render pass to.
  119413. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119414. * @param engine The engine which the post process will be applied. (default: current engine)
  119415. * @param reusable If the post process can be reused on the same frame. (default: false)
  119416. */
  119417. constructor(name: string,
  119418. /** The matrix to be applied to the image */
  119419. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119420. }
  119421. }
  119422. declare module BABYLON {
  119423. /** @hidden */
  119424. export var fxaaPixelShader: {
  119425. name: string;
  119426. shader: string;
  119427. };
  119428. }
  119429. declare module BABYLON {
  119430. /** @hidden */
  119431. export var fxaaVertexShader: {
  119432. name: string;
  119433. shader: string;
  119434. };
  119435. }
  119436. declare module BABYLON {
  119437. /**
  119438. * Fxaa post process
  119439. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  119440. */
  119441. export class FxaaPostProcess extends PostProcess {
  119442. /** @hidden */
  119443. texelWidth: number;
  119444. /** @hidden */
  119445. texelHeight: number;
  119446. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  119447. private _getDefines;
  119448. }
  119449. }
  119450. declare module BABYLON {
  119451. /** @hidden */
  119452. export var grainPixelShader: {
  119453. name: string;
  119454. shader: string;
  119455. };
  119456. }
  119457. declare module BABYLON {
  119458. /**
  119459. * The GrainPostProcess adds noise to the image at mid luminance levels
  119460. */
  119461. export class GrainPostProcess extends PostProcess {
  119462. /**
  119463. * The intensity of the grain added (default: 30)
  119464. */
  119465. intensity: number;
  119466. /**
  119467. * If the grain should be randomized on every frame
  119468. */
  119469. animated: boolean;
  119470. /**
  119471. * Creates a new instance of @see GrainPostProcess
  119472. * @param name The name of the effect.
  119473. * @param options The required width/height ratio to downsize to before computing the render pass.
  119474. * @param camera The camera to apply the render pass to.
  119475. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119476. * @param engine The engine which the post process will be applied. (default: current engine)
  119477. * @param reusable If the post process can be reused on the same frame. (default: false)
  119478. * @param textureType Type of textures used when performing the post process. (default: 0)
  119479. * @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)
  119480. */
  119481. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119482. }
  119483. }
  119484. declare module BABYLON {
  119485. /** @hidden */
  119486. export var highlightsPixelShader: {
  119487. name: string;
  119488. shader: string;
  119489. };
  119490. }
  119491. declare module BABYLON {
  119492. /**
  119493. * Extracts highlights from the image
  119494. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  119495. */
  119496. export class HighlightsPostProcess extends PostProcess {
  119497. /**
  119498. * Extracts highlights from the image
  119499. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  119500. * @param name The name of the effect.
  119501. * @param options The required width/height ratio to downsize to before computing the render pass.
  119502. * @param camera The camera to apply the render pass to.
  119503. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119504. * @param engine The engine which the post process will be applied. (default: current engine)
  119505. * @param reusable If the post process can be reused on the same frame. (default: false)
  119506. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  119507. */
  119508. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  119509. }
  119510. }
  119511. declare module BABYLON {
  119512. /** @hidden */
  119513. export var mrtFragmentDeclaration: {
  119514. name: string;
  119515. shader: string;
  119516. };
  119517. }
  119518. declare module BABYLON {
  119519. /** @hidden */
  119520. export var geometryPixelShader: {
  119521. name: string;
  119522. shader: string;
  119523. };
  119524. }
  119525. declare module BABYLON {
  119526. /** @hidden */
  119527. export var geometryVertexShader: {
  119528. name: string;
  119529. shader: string;
  119530. };
  119531. }
  119532. declare module BABYLON {
  119533. /** @hidden */
  119534. interface ISavedTransformationMatrix {
  119535. world: Matrix;
  119536. viewProjection: Matrix;
  119537. }
  119538. /**
  119539. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  119540. */
  119541. export class GeometryBufferRenderer {
  119542. /**
  119543. * Constant used to retrieve the position texture index in the G-Buffer textures array
  119544. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  119545. */
  119546. static readonly POSITION_TEXTURE_TYPE: number;
  119547. /**
  119548. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  119549. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  119550. */
  119551. static readonly VELOCITY_TEXTURE_TYPE: number;
  119552. /**
  119553. * Dictionary used to store the previous transformation matrices of each rendered mesh
  119554. * in order to compute objects velocities when enableVelocity is set to "true"
  119555. * @hidden
  119556. */
  119557. _previousTransformationMatrices: {
  119558. [index: number]: ISavedTransformationMatrix;
  119559. };
  119560. /**
  119561. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  119562. * in order to compute objects velocities when enableVelocity is set to "true"
  119563. * @hidden
  119564. */
  119565. _previousBonesTransformationMatrices: {
  119566. [index: number]: Float32Array;
  119567. };
  119568. /**
  119569. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  119570. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  119571. */
  119572. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  119573. private _scene;
  119574. private _multiRenderTarget;
  119575. private _ratio;
  119576. private _enablePosition;
  119577. private _enableVelocity;
  119578. private _positionIndex;
  119579. private _velocityIndex;
  119580. protected _effect: Effect;
  119581. protected _cachedDefines: string;
  119582. /**
  119583. * Set the render list (meshes to be rendered) used in the G buffer.
  119584. */
  119585. renderList: Mesh[];
  119586. /**
  119587. * Gets wether or not G buffer are supported by the running hardware.
  119588. * This requires draw buffer supports
  119589. */
  119590. readonly isSupported: boolean;
  119591. /**
  119592. * Returns the index of the given texture type in the G-Buffer textures array
  119593. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  119594. * @returns the index of the given texture type in the G-Buffer textures array
  119595. */
  119596. getTextureIndex(textureType: number): number;
  119597. /**
  119598. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  119599. */
  119600. /**
  119601. * Sets whether or not objects positions are enabled for the G buffer.
  119602. */
  119603. enablePosition: boolean;
  119604. /**
  119605. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  119606. */
  119607. /**
  119608. * Sets wether or not objects velocities are enabled for the G buffer.
  119609. */
  119610. enableVelocity: boolean;
  119611. /**
  119612. * Gets the scene associated with the buffer.
  119613. */
  119614. readonly scene: Scene;
  119615. /**
  119616. * Gets the ratio used by the buffer during its creation.
  119617. * How big is the buffer related to the main canvas.
  119618. */
  119619. readonly ratio: number;
  119620. /** @hidden */
  119621. static _SceneComponentInitialization: (scene: Scene) => void;
  119622. /**
  119623. * Creates a new G Buffer for the scene
  119624. * @param scene The scene the buffer belongs to
  119625. * @param ratio How big is the buffer related to the main canvas.
  119626. */
  119627. constructor(scene: Scene, ratio?: number);
  119628. /**
  119629. * Checks wether everything is ready to render a submesh to the G buffer.
  119630. * @param subMesh the submesh to check readiness for
  119631. * @param useInstances is the mesh drawn using instance or not
  119632. * @returns true if ready otherwise false
  119633. */
  119634. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119635. /**
  119636. * Gets the current underlying G Buffer.
  119637. * @returns the buffer
  119638. */
  119639. getGBuffer(): MultiRenderTarget;
  119640. /**
  119641. * Gets the number of samples used to render the buffer (anti aliasing).
  119642. */
  119643. /**
  119644. * Sets the number of samples used to render the buffer (anti aliasing).
  119645. */
  119646. samples: number;
  119647. /**
  119648. * Disposes the renderer and frees up associated resources.
  119649. */
  119650. dispose(): void;
  119651. protected _createRenderTargets(): void;
  119652. private _copyBonesTransformationMatrices;
  119653. }
  119654. }
  119655. declare module BABYLON {
  119656. interface Scene {
  119657. /** @hidden (Backing field) */
  119658. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  119659. /**
  119660. * Gets or Sets the current geometry buffer associated to the scene.
  119661. */
  119662. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  119663. /**
  119664. * Enables a GeometryBufferRender and associates it with the scene
  119665. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  119666. * @returns the GeometryBufferRenderer
  119667. */
  119668. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  119669. /**
  119670. * Disables the GeometryBufferRender associated with the scene
  119671. */
  119672. disableGeometryBufferRenderer(): void;
  119673. }
  119674. /**
  119675. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  119676. * in several rendering techniques.
  119677. */
  119678. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  119679. /**
  119680. * The component name helpful to identify the component in the list of scene components.
  119681. */
  119682. readonly name: string;
  119683. /**
  119684. * The scene the component belongs to.
  119685. */
  119686. scene: Scene;
  119687. /**
  119688. * Creates a new instance of the component for the given scene
  119689. * @param scene Defines the scene to register the component in
  119690. */
  119691. constructor(scene: Scene);
  119692. /**
  119693. * Registers the component in a given scene
  119694. */
  119695. register(): void;
  119696. /**
  119697. * Rebuilds the elements related to this component in case of
  119698. * context lost for instance.
  119699. */
  119700. rebuild(): void;
  119701. /**
  119702. * Disposes the component and the associated ressources
  119703. */
  119704. dispose(): void;
  119705. private _gatherRenderTargets;
  119706. }
  119707. }
  119708. declare module BABYLON {
  119709. /** @hidden */
  119710. export var motionBlurPixelShader: {
  119711. name: string;
  119712. shader: string;
  119713. };
  119714. }
  119715. declare module BABYLON {
  119716. /**
  119717. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  119718. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  119719. * As an example, all you have to do is to create the post-process:
  119720. * var mb = new BABYLON.MotionBlurPostProcess(
  119721. * 'mb', // The name of the effect.
  119722. * scene, // The scene containing the objects to blur according to their velocity.
  119723. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  119724. * camera // The camera to apply the render pass to.
  119725. * );
  119726. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  119727. */
  119728. export class MotionBlurPostProcess extends PostProcess {
  119729. /**
  119730. * Defines how much the image is blurred by the movement. Default value is equal to 1
  119731. */
  119732. motionStrength: number;
  119733. /**
  119734. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  119735. */
  119736. /**
  119737. * Sets the number of iterations to be used for motion blur quality
  119738. */
  119739. motionBlurSamples: number;
  119740. private _motionBlurSamples;
  119741. private _geometryBufferRenderer;
  119742. /**
  119743. * Creates a new instance MotionBlurPostProcess
  119744. * @param name The name of the effect.
  119745. * @param scene The scene containing the objects to blur according to their velocity.
  119746. * @param options The required width/height ratio to downsize to before computing the render pass.
  119747. * @param camera The camera to apply the render pass to.
  119748. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119749. * @param engine The engine which the post process will be applied. (default: current engine)
  119750. * @param reusable If the post process can be reused on the same frame. (default: false)
  119751. * @param textureType Type of textures used when performing the post process. (default: 0)
  119752. * @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)
  119753. */
  119754. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119755. /**
  119756. * Excludes the given skinned mesh from computing bones velocities.
  119757. * 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.
  119758. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  119759. */
  119760. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  119761. /**
  119762. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  119763. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  119764. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  119765. */
  119766. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  119767. /**
  119768. * Disposes the post process.
  119769. * @param camera The camera to dispose the post process on.
  119770. */
  119771. dispose(camera?: Camera): void;
  119772. }
  119773. }
  119774. declare module BABYLON {
  119775. /** @hidden */
  119776. export var refractionPixelShader: {
  119777. name: string;
  119778. shader: string;
  119779. };
  119780. }
  119781. declare module BABYLON {
  119782. /**
  119783. * Post process which applies a refractin texture
  119784. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  119785. */
  119786. export class RefractionPostProcess extends PostProcess {
  119787. /** the base color of the refraction (used to taint the rendering) */
  119788. color: Color3;
  119789. /** simulated refraction depth */
  119790. depth: number;
  119791. /** the coefficient of the base color (0 to remove base color tainting) */
  119792. colorLevel: number;
  119793. private _refTexture;
  119794. private _ownRefractionTexture;
  119795. /**
  119796. * Gets or sets the refraction texture
  119797. * Please note that you are responsible for disposing the texture if you set it manually
  119798. */
  119799. refractionTexture: Texture;
  119800. /**
  119801. * Initializes the RefractionPostProcess
  119802. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  119803. * @param name The name of the effect.
  119804. * @param refractionTextureUrl Url of the refraction texture to use
  119805. * @param color the base color of the refraction (used to taint the rendering)
  119806. * @param depth simulated refraction depth
  119807. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  119808. * @param camera The camera to apply the render pass to.
  119809. * @param options The required width/height ratio to downsize to before computing the render pass.
  119810. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119811. * @param engine The engine which the post process will be applied. (default: current engine)
  119812. * @param reusable If the post process can be reused on the same frame. (default: false)
  119813. */
  119814. constructor(name: string, refractionTextureUrl: string,
  119815. /** the base color of the refraction (used to taint the rendering) */
  119816. color: Color3,
  119817. /** simulated refraction depth */
  119818. depth: number,
  119819. /** the coefficient of the base color (0 to remove base color tainting) */
  119820. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119821. /**
  119822. * Disposes of the post process
  119823. * @param camera Camera to dispose post process on
  119824. */
  119825. dispose(camera: Camera): void;
  119826. }
  119827. }
  119828. declare module BABYLON {
  119829. /** @hidden */
  119830. export var sharpenPixelShader: {
  119831. name: string;
  119832. shader: string;
  119833. };
  119834. }
  119835. declare module BABYLON {
  119836. /**
  119837. * The SharpenPostProcess applies a sharpen kernel to every pixel
  119838. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  119839. */
  119840. export class SharpenPostProcess extends PostProcess {
  119841. /**
  119842. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  119843. */
  119844. colorAmount: number;
  119845. /**
  119846. * How much sharpness should be applied (default: 0.3)
  119847. */
  119848. edgeAmount: number;
  119849. /**
  119850. * Creates a new instance ConvolutionPostProcess
  119851. * @param name The name of the effect.
  119852. * @param options The required width/height ratio to downsize to before computing the render pass.
  119853. * @param camera The camera to apply the render pass to.
  119854. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119855. * @param engine The engine which the post process will be applied. (default: current engine)
  119856. * @param reusable If the post process can be reused on the same frame. (default: false)
  119857. * @param textureType Type of textures used when performing the post process. (default: 0)
  119858. * @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)
  119859. */
  119860. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119861. }
  119862. }
  119863. declare module BABYLON {
  119864. /**
  119865. * PostProcessRenderPipeline
  119866. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  119867. */
  119868. export class PostProcessRenderPipeline {
  119869. private engine;
  119870. private _renderEffects;
  119871. private _renderEffectsForIsolatedPass;
  119872. /**
  119873. * List of inspectable custom properties (used by the Inspector)
  119874. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  119875. */
  119876. inspectableCustomProperties: IInspectable[];
  119877. /**
  119878. * @hidden
  119879. */
  119880. protected _cameras: Camera[];
  119881. /** @hidden */
  119882. _name: string;
  119883. /**
  119884. * Gets pipeline name
  119885. */
  119886. readonly name: string;
  119887. /**
  119888. * Initializes a PostProcessRenderPipeline
  119889. * @param engine engine to add the pipeline to
  119890. * @param name name of the pipeline
  119891. */
  119892. constructor(engine: Engine, name: string);
  119893. /**
  119894. * Gets the class name
  119895. * @returns "PostProcessRenderPipeline"
  119896. */
  119897. getClassName(): string;
  119898. /**
  119899. * If all the render effects in the pipeline are supported
  119900. */
  119901. readonly isSupported: boolean;
  119902. /**
  119903. * Adds an effect to the pipeline
  119904. * @param renderEffect the effect to add
  119905. */
  119906. addEffect(renderEffect: PostProcessRenderEffect): void;
  119907. /** @hidden */
  119908. _rebuild(): void;
  119909. /** @hidden */
  119910. _enableEffect(renderEffectName: string, cameras: Camera): void;
  119911. /** @hidden */
  119912. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  119913. /** @hidden */
  119914. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  119915. /** @hidden */
  119916. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  119917. /** @hidden */
  119918. _attachCameras(cameras: Camera, unique: boolean): void;
  119919. /** @hidden */
  119920. _attachCameras(cameras: Camera[], unique: boolean): void;
  119921. /** @hidden */
  119922. _detachCameras(cameras: Camera): void;
  119923. /** @hidden */
  119924. _detachCameras(cameras: Nullable<Camera[]>): void;
  119925. /** @hidden */
  119926. _update(): void;
  119927. /** @hidden */
  119928. _reset(): void;
  119929. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  119930. /**
  119931. * Disposes of the pipeline
  119932. */
  119933. dispose(): void;
  119934. }
  119935. }
  119936. declare module BABYLON {
  119937. /**
  119938. * PostProcessRenderPipelineManager class
  119939. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  119940. */
  119941. export class PostProcessRenderPipelineManager {
  119942. private _renderPipelines;
  119943. /**
  119944. * Initializes a PostProcessRenderPipelineManager
  119945. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  119946. */
  119947. constructor();
  119948. /**
  119949. * Gets the list of supported render pipelines
  119950. */
  119951. readonly supportedPipelines: PostProcessRenderPipeline[];
  119952. /**
  119953. * Adds a pipeline to the manager
  119954. * @param renderPipeline The pipeline to add
  119955. */
  119956. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  119957. /**
  119958. * Attaches a camera to the pipeline
  119959. * @param renderPipelineName The name of the pipeline to attach to
  119960. * @param cameras the camera to attach
  119961. * @param unique if the camera can be attached multiple times to the pipeline
  119962. */
  119963. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  119964. /**
  119965. * Detaches a camera from the pipeline
  119966. * @param renderPipelineName The name of the pipeline to detach from
  119967. * @param cameras the camera to detach
  119968. */
  119969. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  119970. /**
  119971. * Enables an effect by name on a pipeline
  119972. * @param renderPipelineName the name of the pipeline to enable the effect in
  119973. * @param renderEffectName the name of the effect to enable
  119974. * @param cameras the cameras that the effect should be enabled on
  119975. */
  119976. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  119977. /**
  119978. * Disables an effect by name on a pipeline
  119979. * @param renderPipelineName the name of the pipeline to disable the effect in
  119980. * @param renderEffectName the name of the effect to disable
  119981. * @param cameras the cameras that the effect should be disabled on
  119982. */
  119983. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  119984. /**
  119985. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  119986. */
  119987. update(): void;
  119988. /** @hidden */
  119989. _rebuild(): void;
  119990. /**
  119991. * Disposes of the manager and pipelines
  119992. */
  119993. dispose(): void;
  119994. }
  119995. }
  119996. declare module BABYLON {
  119997. interface Scene {
  119998. /** @hidden (Backing field) */
  119999. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120000. /**
  120001. * Gets the postprocess render pipeline manager
  120002. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120003. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120004. */
  120005. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120006. }
  120007. /**
  120008. * Defines the Render Pipeline scene component responsible to rendering pipelines
  120009. */
  120010. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  120011. /**
  120012. * The component name helpfull to identify the component in the list of scene components.
  120013. */
  120014. readonly name: string;
  120015. /**
  120016. * The scene the component belongs to.
  120017. */
  120018. scene: Scene;
  120019. /**
  120020. * Creates a new instance of the component for the given scene
  120021. * @param scene Defines the scene to register the component in
  120022. */
  120023. constructor(scene: Scene);
  120024. /**
  120025. * Registers the component in a given scene
  120026. */
  120027. register(): void;
  120028. /**
  120029. * Rebuilds the elements related to this component in case of
  120030. * context lost for instance.
  120031. */
  120032. rebuild(): void;
  120033. /**
  120034. * Disposes the component and the associated ressources
  120035. */
  120036. dispose(): void;
  120037. private _gatherRenderTargets;
  120038. }
  120039. }
  120040. declare module BABYLON {
  120041. /**
  120042. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  120043. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120044. */
  120045. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  120046. private _scene;
  120047. private _camerasToBeAttached;
  120048. /**
  120049. * ID of the sharpen post process,
  120050. */
  120051. private readonly SharpenPostProcessId;
  120052. /**
  120053. * @ignore
  120054. * ID of the image processing post process;
  120055. */
  120056. readonly ImageProcessingPostProcessId: string;
  120057. /**
  120058. * @ignore
  120059. * ID of the Fast Approximate Anti-Aliasing post process;
  120060. */
  120061. readonly FxaaPostProcessId: string;
  120062. /**
  120063. * ID of the chromatic aberration post process,
  120064. */
  120065. private readonly ChromaticAberrationPostProcessId;
  120066. /**
  120067. * ID of the grain post process
  120068. */
  120069. private readonly GrainPostProcessId;
  120070. /**
  120071. * Sharpen post process which will apply a sharpen convolution to enhance edges
  120072. */
  120073. sharpen: SharpenPostProcess;
  120074. private _sharpenEffect;
  120075. private bloom;
  120076. /**
  120077. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  120078. */
  120079. depthOfField: DepthOfFieldEffect;
  120080. /**
  120081. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  120082. */
  120083. fxaa: FxaaPostProcess;
  120084. /**
  120085. * Image post processing pass used to perform operations such as tone mapping or color grading.
  120086. */
  120087. imageProcessing: ImageProcessingPostProcess;
  120088. /**
  120089. * Chromatic aberration post process which will shift rgb colors in the image
  120090. */
  120091. chromaticAberration: ChromaticAberrationPostProcess;
  120092. private _chromaticAberrationEffect;
  120093. /**
  120094. * Grain post process which add noise to the image
  120095. */
  120096. grain: GrainPostProcess;
  120097. private _grainEffect;
  120098. /**
  120099. * Glow post process which adds a glow to emissive areas of the image
  120100. */
  120101. private _glowLayer;
  120102. /**
  120103. * Animations which can be used to tweak settings over a period of time
  120104. */
  120105. animations: Animation[];
  120106. private _imageProcessingConfigurationObserver;
  120107. private _sharpenEnabled;
  120108. private _bloomEnabled;
  120109. private _depthOfFieldEnabled;
  120110. private _depthOfFieldBlurLevel;
  120111. private _fxaaEnabled;
  120112. private _imageProcessingEnabled;
  120113. private _defaultPipelineTextureType;
  120114. private _bloomScale;
  120115. private _chromaticAberrationEnabled;
  120116. private _grainEnabled;
  120117. private _buildAllowed;
  120118. /**
  120119. * Gets active scene
  120120. */
  120121. readonly scene: Scene;
  120122. /**
  120123. * Enable or disable the sharpen process from the pipeline
  120124. */
  120125. sharpenEnabled: boolean;
  120126. private _resizeObserver;
  120127. private _hardwareScaleLevel;
  120128. private _bloomKernel;
  120129. /**
  120130. * Specifies the size of the bloom blur kernel, relative to the final output size
  120131. */
  120132. bloomKernel: number;
  120133. /**
  120134. * Specifies the weight of the bloom in the final rendering
  120135. */
  120136. private _bloomWeight;
  120137. /**
  120138. * Specifies the luma threshold for the area that will be blurred by the bloom
  120139. */
  120140. private _bloomThreshold;
  120141. private _hdr;
  120142. /**
  120143. * The strength of the bloom.
  120144. */
  120145. bloomWeight: number;
  120146. /**
  120147. * The strength of the bloom.
  120148. */
  120149. bloomThreshold: number;
  120150. /**
  120151. * The scale of the bloom, lower value will provide better performance.
  120152. */
  120153. bloomScale: number;
  120154. /**
  120155. * Enable or disable the bloom from the pipeline
  120156. */
  120157. bloomEnabled: boolean;
  120158. private _rebuildBloom;
  120159. /**
  120160. * If the depth of field is enabled.
  120161. */
  120162. depthOfFieldEnabled: boolean;
  120163. /**
  120164. * Blur level of the depth of field effect. (Higher blur will effect performance)
  120165. */
  120166. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  120167. /**
  120168. * If the anti aliasing is enabled.
  120169. */
  120170. fxaaEnabled: boolean;
  120171. private _samples;
  120172. /**
  120173. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  120174. */
  120175. samples: number;
  120176. /**
  120177. * If image processing is enabled.
  120178. */
  120179. imageProcessingEnabled: boolean;
  120180. /**
  120181. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  120182. */
  120183. glowLayerEnabled: boolean;
  120184. /**
  120185. * Gets the glow layer (or null if not defined)
  120186. */
  120187. readonly glowLayer: Nullable<GlowLayer>;
  120188. /**
  120189. * Enable or disable the chromaticAberration process from the pipeline
  120190. */
  120191. chromaticAberrationEnabled: boolean;
  120192. /**
  120193. * Enable or disable the grain process from the pipeline
  120194. */
  120195. grainEnabled: boolean;
  120196. /**
  120197. * @constructor
  120198. * @param name - The rendering pipeline name (default: "")
  120199. * @param hdr - If high dynamic range textures should be used (default: true)
  120200. * @param scene - The scene linked to this pipeline (default: the last created scene)
  120201. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  120202. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  120203. */
  120204. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  120205. /**
  120206. * Get the class name
  120207. * @returns "DefaultRenderingPipeline"
  120208. */
  120209. getClassName(): string;
  120210. /**
  120211. * Force the compilation of the entire pipeline.
  120212. */
  120213. prepare(): void;
  120214. private _hasCleared;
  120215. private _prevPostProcess;
  120216. private _prevPrevPostProcess;
  120217. private _setAutoClearAndTextureSharing;
  120218. private _depthOfFieldSceneObserver;
  120219. private _buildPipeline;
  120220. private _disposePostProcesses;
  120221. /**
  120222. * Adds a camera to the pipeline
  120223. * @param camera the camera to be added
  120224. */
  120225. addCamera(camera: Camera): void;
  120226. /**
  120227. * Removes a camera from the pipeline
  120228. * @param camera the camera to remove
  120229. */
  120230. removeCamera(camera: Camera): void;
  120231. /**
  120232. * Dispose of the pipeline and stop all post processes
  120233. */
  120234. dispose(): void;
  120235. /**
  120236. * Serialize the rendering pipeline (Used when exporting)
  120237. * @returns the serialized object
  120238. */
  120239. serialize(): any;
  120240. /**
  120241. * Parse the serialized pipeline
  120242. * @param source Source pipeline.
  120243. * @param scene The scene to load the pipeline to.
  120244. * @param rootUrl The URL of the serialized pipeline.
  120245. * @returns An instantiated pipeline from the serialized object.
  120246. */
  120247. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  120248. }
  120249. }
  120250. declare module BABYLON {
  120251. /** @hidden */
  120252. export var lensHighlightsPixelShader: {
  120253. name: string;
  120254. shader: string;
  120255. };
  120256. }
  120257. declare module BABYLON {
  120258. /** @hidden */
  120259. export var depthOfFieldPixelShader: {
  120260. name: string;
  120261. shader: string;
  120262. };
  120263. }
  120264. declare module BABYLON {
  120265. /**
  120266. * BABYLON.JS Chromatic Aberration GLSL Shader
  120267. * Author: Olivier Guyot
  120268. * Separates very slightly R, G and B colors on the edges of the screen
  120269. * Inspired by Francois Tarlier & Martins Upitis
  120270. */
  120271. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  120272. /**
  120273. * @ignore
  120274. * The chromatic aberration PostProcess id in the pipeline
  120275. */
  120276. LensChromaticAberrationEffect: string;
  120277. /**
  120278. * @ignore
  120279. * The highlights enhancing PostProcess id in the pipeline
  120280. */
  120281. HighlightsEnhancingEffect: string;
  120282. /**
  120283. * @ignore
  120284. * The depth-of-field PostProcess id in the pipeline
  120285. */
  120286. LensDepthOfFieldEffect: string;
  120287. private _scene;
  120288. private _depthTexture;
  120289. private _grainTexture;
  120290. private _chromaticAberrationPostProcess;
  120291. private _highlightsPostProcess;
  120292. private _depthOfFieldPostProcess;
  120293. private _edgeBlur;
  120294. private _grainAmount;
  120295. private _chromaticAberration;
  120296. private _distortion;
  120297. private _highlightsGain;
  120298. private _highlightsThreshold;
  120299. private _dofDistance;
  120300. private _dofAperture;
  120301. private _dofDarken;
  120302. private _dofPentagon;
  120303. private _blurNoise;
  120304. /**
  120305. * @constructor
  120306. *
  120307. * Effect parameters are as follow:
  120308. * {
  120309. * chromatic_aberration: number; // from 0 to x (1 for realism)
  120310. * edge_blur: number; // from 0 to x (1 for realism)
  120311. * distortion: number; // from 0 to x (1 for realism)
  120312. * grain_amount: number; // from 0 to 1
  120313. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  120314. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  120315. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  120316. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  120317. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  120318. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  120319. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  120320. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  120321. * }
  120322. * Note: if an effect parameter is unset, effect is disabled
  120323. *
  120324. * @param name The rendering pipeline name
  120325. * @param parameters - An object containing all parameters (see above)
  120326. * @param scene The scene linked to this pipeline
  120327. * @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)
  120328. * @param cameras The array of cameras that the rendering pipeline will be attached to
  120329. */
  120330. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  120331. /**
  120332. * Get the class name
  120333. * @returns "LensRenderingPipeline"
  120334. */
  120335. getClassName(): string;
  120336. /**
  120337. * Gets associated scene
  120338. */
  120339. readonly scene: Scene;
  120340. /**
  120341. * Gets or sets the edge blur
  120342. */
  120343. edgeBlur: number;
  120344. /**
  120345. * Gets or sets the grain amount
  120346. */
  120347. grainAmount: number;
  120348. /**
  120349. * Gets or sets the chromatic aberration amount
  120350. */
  120351. chromaticAberration: number;
  120352. /**
  120353. * Gets or sets the depth of field aperture
  120354. */
  120355. dofAperture: number;
  120356. /**
  120357. * Gets or sets the edge distortion
  120358. */
  120359. edgeDistortion: number;
  120360. /**
  120361. * Gets or sets the depth of field distortion
  120362. */
  120363. dofDistortion: number;
  120364. /**
  120365. * Gets or sets the darken out of focus amount
  120366. */
  120367. darkenOutOfFocus: number;
  120368. /**
  120369. * Gets or sets a boolean indicating if blur noise is enabled
  120370. */
  120371. blurNoise: boolean;
  120372. /**
  120373. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  120374. */
  120375. pentagonBokeh: boolean;
  120376. /**
  120377. * Gets or sets the highlight grain amount
  120378. */
  120379. highlightsGain: number;
  120380. /**
  120381. * Gets or sets the highlight threshold
  120382. */
  120383. highlightsThreshold: number;
  120384. /**
  120385. * Sets the amount of blur at the edges
  120386. * @param amount blur amount
  120387. */
  120388. setEdgeBlur(amount: number): void;
  120389. /**
  120390. * Sets edge blur to 0
  120391. */
  120392. disableEdgeBlur(): void;
  120393. /**
  120394. * Sets the amout of grain
  120395. * @param amount Amount of grain
  120396. */
  120397. setGrainAmount(amount: number): void;
  120398. /**
  120399. * Set grain amount to 0
  120400. */
  120401. disableGrain(): void;
  120402. /**
  120403. * Sets the chromatic aberration amount
  120404. * @param amount amount of chromatic aberration
  120405. */
  120406. setChromaticAberration(amount: number): void;
  120407. /**
  120408. * Sets chromatic aberration amount to 0
  120409. */
  120410. disableChromaticAberration(): void;
  120411. /**
  120412. * Sets the EdgeDistortion amount
  120413. * @param amount amount of EdgeDistortion
  120414. */
  120415. setEdgeDistortion(amount: number): void;
  120416. /**
  120417. * Sets edge distortion to 0
  120418. */
  120419. disableEdgeDistortion(): void;
  120420. /**
  120421. * Sets the FocusDistance amount
  120422. * @param amount amount of FocusDistance
  120423. */
  120424. setFocusDistance(amount: number): void;
  120425. /**
  120426. * Disables depth of field
  120427. */
  120428. disableDepthOfField(): void;
  120429. /**
  120430. * Sets the Aperture amount
  120431. * @param amount amount of Aperture
  120432. */
  120433. setAperture(amount: number): void;
  120434. /**
  120435. * Sets the DarkenOutOfFocus amount
  120436. * @param amount amount of DarkenOutOfFocus
  120437. */
  120438. setDarkenOutOfFocus(amount: number): void;
  120439. private _pentagonBokehIsEnabled;
  120440. /**
  120441. * Creates a pentagon bokeh effect
  120442. */
  120443. enablePentagonBokeh(): void;
  120444. /**
  120445. * Disables the pentagon bokeh effect
  120446. */
  120447. disablePentagonBokeh(): void;
  120448. /**
  120449. * Enables noise blur
  120450. */
  120451. enableNoiseBlur(): void;
  120452. /**
  120453. * Disables noise blur
  120454. */
  120455. disableNoiseBlur(): void;
  120456. /**
  120457. * Sets the HighlightsGain amount
  120458. * @param amount amount of HighlightsGain
  120459. */
  120460. setHighlightsGain(amount: number): void;
  120461. /**
  120462. * Sets the HighlightsThreshold amount
  120463. * @param amount amount of HighlightsThreshold
  120464. */
  120465. setHighlightsThreshold(amount: number): void;
  120466. /**
  120467. * Disables highlights
  120468. */
  120469. disableHighlights(): void;
  120470. /**
  120471. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  120472. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  120473. */
  120474. dispose(disableDepthRender?: boolean): void;
  120475. private _createChromaticAberrationPostProcess;
  120476. private _createHighlightsPostProcess;
  120477. private _createDepthOfFieldPostProcess;
  120478. private _createGrainTexture;
  120479. }
  120480. }
  120481. declare module BABYLON {
  120482. /** @hidden */
  120483. export var ssao2PixelShader: {
  120484. name: string;
  120485. shader: string;
  120486. };
  120487. }
  120488. declare module BABYLON {
  120489. /** @hidden */
  120490. export var ssaoCombinePixelShader: {
  120491. name: string;
  120492. shader: string;
  120493. };
  120494. }
  120495. declare module BABYLON {
  120496. /**
  120497. * Render pipeline to produce ssao effect
  120498. */
  120499. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  120500. /**
  120501. * @ignore
  120502. * The PassPostProcess id in the pipeline that contains the original scene color
  120503. */
  120504. SSAOOriginalSceneColorEffect: string;
  120505. /**
  120506. * @ignore
  120507. * The SSAO PostProcess id in the pipeline
  120508. */
  120509. SSAORenderEffect: string;
  120510. /**
  120511. * @ignore
  120512. * The horizontal blur PostProcess id in the pipeline
  120513. */
  120514. SSAOBlurHRenderEffect: string;
  120515. /**
  120516. * @ignore
  120517. * The vertical blur PostProcess id in the pipeline
  120518. */
  120519. SSAOBlurVRenderEffect: string;
  120520. /**
  120521. * @ignore
  120522. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  120523. */
  120524. SSAOCombineRenderEffect: string;
  120525. /**
  120526. * The output strength of the SSAO post-process. Default value is 1.0.
  120527. */
  120528. totalStrength: number;
  120529. /**
  120530. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  120531. */
  120532. maxZ: number;
  120533. /**
  120534. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  120535. */
  120536. minZAspect: number;
  120537. private _samples;
  120538. /**
  120539. * Number of samples used for the SSAO calculations. Default value is 8
  120540. */
  120541. samples: number;
  120542. private _textureSamples;
  120543. /**
  120544. * Number of samples to use for antialiasing
  120545. */
  120546. textureSamples: number;
  120547. /**
  120548. * Ratio object used for SSAO ratio and blur ratio
  120549. */
  120550. private _ratio;
  120551. /**
  120552. * Dynamically generated sphere sampler.
  120553. */
  120554. private _sampleSphere;
  120555. /**
  120556. * Blur filter offsets
  120557. */
  120558. private _samplerOffsets;
  120559. private _expensiveBlur;
  120560. /**
  120561. * If bilateral blur should be used
  120562. */
  120563. expensiveBlur: boolean;
  120564. /**
  120565. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  120566. */
  120567. radius: number;
  120568. /**
  120569. * The base color of the SSAO post-process
  120570. * The final result is "base + ssao" between [0, 1]
  120571. */
  120572. base: number;
  120573. /**
  120574. * Support test.
  120575. */
  120576. static readonly IsSupported: boolean;
  120577. private _scene;
  120578. private _depthTexture;
  120579. private _normalTexture;
  120580. private _randomTexture;
  120581. private _originalColorPostProcess;
  120582. private _ssaoPostProcess;
  120583. private _blurHPostProcess;
  120584. private _blurVPostProcess;
  120585. private _ssaoCombinePostProcess;
  120586. private _firstUpdate;
  120587. /**
  120588. * Gets active scene
  120589. */
  120590. readonly scene: Scene;
  120591. /**
  120592. * @constructor
  120593. * @param name The rendering pipeline name
  120594. * @param scene The scene linked to this pipeline
  120595. * @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 }
  120596. * @param cameras The array of cameras that the rendering pipeline will be attached to
  120597. */
  120598. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  120599. /**
  120600. * Get the class name
  120601. * @returns "SSAO2RenderingPipeline"
  120602. */
  120603. getClassName(): string;
  120604. /**
  120605. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  120606. */
  120607. dispose(disableGeometryBufferRenderer?: boolean): void;
  120608. private _createBlurPostProcess;
  120609. /** @hidden */
  120610. _rebuild(): void;
  120611. private _bits;
  120612. private _radicalInverse_VdC;
  120613. private _hammersley;
  120614. private _hemisphereSample_uniform;
  120615. private _generateHemisphere;
  120616. private _createSSAOPostProcess;
  120617. private _createSSAOCombinePostProcess;
  120618. private _createRandomTexture;
  120619. /**
  120620. * Serialize the rendering pipeline (Used when exporting)
  120621. * @returns the serialized object
  120622. */
  120623. serialize(): any;
  120624. /**
  120625. * Parse the serialized pipeline
  120626. * @param source Source pipeline.
  120627. * @param scene The scene to load the pipeline to.
  120628. * @param rootUrl The URL of the serialized pipeline.
  120629. * @returns An instantiated pipeline from the serialized object.
  120630. */
  120631. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  120632. }
  120633. }
  120634. declare module BABYLON {
  120635. /** @hidden */
  120636. export var ssaoPixelShader: {
  120637. name: string;
  120638. shader: string;
  120639. };
  120640. }
  120641. declare module BABYLON {
  120642. /**
  120643. * Render pipeline to produce ssao effect
  120644. */
  120645. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  120646. /**
  120647. * @ignore
  120648. * The PassPostProcess id in the pipeline that contains the original scene color
  120649. */
  120650. SSAOOriginalSceneColorEffect: string;
  120651. /**
  120652. * @ignore
  120653. * The SSAO PostProcess id in the pipeline
  120654. */
  120655. SSAORenderEffect: string;
  120656. /**
  120657. * @ignore
  120658. * The horizontal blur PostProcess id in the pipeline
  120659. */
  120660. SSAOBlurHRenderEffect: string;
  120661. /**
  120662. * @ignore
  120663. * The vertical blur PostProcess id in the pipeline
  120664. */
  120665. SSAOBlurVRenderEffect: string;
  120666. /**
  120667. * @ignore
  120668. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  120669. */
  120670. SSAOCombineRenderEffect: string;
  120671. /**
  120672. * The output strength of the SSAO post-process. Default value is 1.0.
  120673. */
  120674. totalStrength: number;
  120675. /**
  120676. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  120677. */
  120678. radius: number;
  120679. /**
  120680. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  120681. * Must not be equal to fallOff and superior to fallOff.
  120682. * Default value is 0.0075
  120683. */
  120684. area: number;
  120685. /**
  120686. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  120687. * Must not be equal to area and inferior to area.
  120688. * Default value is 0.000001
  120689. */
  120690. fallOff: number;
  120691. /**
  120692. * The base color of the SSAO post-process
  120693. * The final result is "base + ssao" between [0, 1]
  120694. */
  120695. base: number;
  120696. private _scene;
  120697. private _depthTexture;
  120698. private _randomTexture;
  120699. private _originalColorPostProcess;
  120700. private _ssaoPostProcess;
  120701. private _blurHPostProcess;
  120702. private _blurVPostProcess;
  120703. private _ssaoCombinePostProcess;
  120704. private _firstUpdate;
  120705. /**
  120706. * Gets active scene
  120707. */
  120708. readonly scene: Scene;
  120709. /**
  120710. * @constructor
  120711. * @param name - The rendering pipeline name
  120712. * @param scene - The scene linked to this pipeline
  120713. * @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 }
  120714. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  120715. */
  120716. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  120717. /**
  120718. * Get the class name
  120719. * @returns "SSAORenderingPipeline"
  120720. */
  120721. getClassName(): string;
  120722. /**
  120723. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  120724. */
  120725. dispose(disableDepthRender?: boolean): void;
  120726. private _createBlurPostProcess;
  120727. /** @hidden */
  120728. _rebuild(): void;
  120729. private _createSSAOPostProcess;
  120730. private _createSSAOCombinePostProcess;
  120731. private _createRandomTexture;
  120732. }
  120733. }
  120734. declare module BABYLON {
  120735. /** @hidden */
  120736. export var standardPixelShader: {
  120737. name: string;
  120738. shader: string;
  120739. };
  120740. }
  120741. declare module BABYLON {
  120742. /**
  120743. * Standard rendering pipeline
  120744. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  120745. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  120746. */
  120747. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  120748. /**
  120749. * Public members
  120750. */
  120751. /**
  120752. * Post-process which contains the original scene color before the pipeline applies all the effects
  120753. */
  120754. originalPostProcess: Nullable<PostProcess>;
  120755. /**
  120756. * Post-process used to down scale an image x4
  120757. */
  120758. downSampleX4PostProcess: Nullable<PostProcess>;
  120759. /**
  120760. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  120761. */
  120762. brightPassPostProcess: Nullable<PostProcess>;
  120763. /**
  120764. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  120765. */
  120766. blurHPostProcesses: PostProcess[];
  120767. /**
  120768. * Post-process array storing all the vertical blur post-processes used by the pipeline
  120769. */
  120770. blurVPostProcesses: PostProcess[];
  120771. /**
  120772. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  120773. */
  120774. textureAdderPostProcess: Nullable<PostProcess>;
  120775. /**
  120776. * Post-process used to create volumetric lighting effect
  120777. */
  120778. volumetricLightPostProcess: Nullable<PostProcess>;
  120779. /**
  120780. * Post-process used to smooth the previous volumetric light post-process on the X axis
  120781. */
  120782. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  120783. /**
  120784. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  120785. */
  120786. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  120787. /**
  120788. * Post-process used to merge the volumetric light effect and the real scene color
  120789. */
  120790. volumetricLightMergePostProces: Nullable<PostProcess>;
  120791. /**
  120792. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  120793. */
  120794. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  120795. /**
  120796. * Base post-process used to calculate the average luminance of the final image for HDR
  120797. */
  120798. luminancePostProcess: Nullable<PostProcess>;
  120799. /**
  120800. * Post-processes used to create down sample post-processes in order to get
  120801. * the average luminance of the final image for HDR
  120802. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  120803. */
  120804. luminanceDownSamplePostProcesses: PostProcess[];
  120805. /**
  120806. * Post-process used to create a HDR effect (light adaptation)
  120807. */
  120808. hdrPostProcess: Nullable<PostProcess>;
  120809. /**
  120810. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  120811. */
  120812. textureAdderFinalPostProcess: Nullable<PostProcess>;
  120813. /**
  120814. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  120815. */
  120816. lensFlareFinalPostProcess: Nullable<PostProcess>;
  120817. /**
  120818. * Post-process used to merge the final HDR post-process and the real scene color
  120819. */
  120820. hdrFinalPostProcess: Nullable<PostProcess>;
  120821. /**
  120822. * Post-process used to create a lens flare effect
  120823. */
  120824. lensFlarePostProcess: Nullable<PostProcess>;
  120825. /**
  120826. * Post-process that merges the result of the lens flare post-process and the real scene color
  120827. */
  120828. lensFlareComposePostProcess: Nullable<PostProcess>;
  120829. /**
  120830. * Post-process used to create a motion blur effect
  120831. */
  120832. motionBlurPostProcess: Nullable<PostProcess>;
  120833. /**
  120834. * Post-process used to create a depth of field effect
  120835. */
  120836. depthOfFieldPostProcess: Nullable<PostProcess>;
  120837. /**
  120838. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  120839. */
  120840. fxaaPostProcess: Nullable<FxaaPostProcess>;
  120841. /**
  120842. * Represents the brightness threshold in order to configure the illuminated surfaces
  120843. */
  120844. brightThreshold: number;
  120845. /**
  120846. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  120847. */
  120848. blurWidth: number;
  120849. /**
  120850. * Sets if the blur for highlighted surfaces must be only horizontal
  120851. */
  120852. horizontalBlur: boolean;
  120853. /**
  120854. * Gets the overall exposure used by the pipeline
  120855. */
  120856. /**
  120857. * Sets the overall exposure used by the pipeline
  120858. */
  120859. exposure: number;
  120860. /**
  120861. * Texture used typically to simulate "dirty" on camera lens
  120862. */
  120863. lensTexture: Nullable<Texture>;
  120864. /**
  120865. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  120866. */
  120867. volumetricLightCoefficient: number;
  120868. /**
  120869. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  120870. */
  120871. volumetricLightPower: number;
  120872. /**
  120873. * Used the set the blur intensity to smooth the volumetric lights
  120874. */
  120875. volumetricLightBlurScale: number;
  120876. /**
  120877. * Light (spot or directional) used to generate the volumetric lights rays
  120878. * The source light must have a shadow generate so the pipeline can get its
  120879. * depth map
  120880. */
  120881. sourceLight: Nullable<SpotLight | DirectionalLight>;
  120882. /**
  120883. * For eye adaptation, represents the minimum luminance the eye can see
  120884. */
  120885. hdrMinimumLuminance: number;
  120886. /**
  120887. * For eye adaptation, represents the decrease luminance speed
  120888. */
  120889. hdrDecreaseRate: number;
  120890. /**
  120891. * For eye adaptation, represents the increase luminance speed
  120892. */
  120893. hdrIncreaseRate: number;
  120894. /**
  120895. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  120896. */
  120897. /**
  120898. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  120899. */
  120900. hdrAutoExposure: boolean;
  120901. /**
  120902. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  120903. */
  120904. lensColorTexture: Nullable<Texture>;
  120905. /**
  120906. * The overall strengh for the lens flare effect
  120907. */
  120908. lensFlareStrength: number;
  120909. /**
  120910. * Dispersion coefficient for lens flare ghosts
  120911. */
  120912. lensFlareGhostDispersal: number;
  120913. /**
  120914. * Main lens flare halo width
  120915. */
  120916. lensFlareHaloWidth: number;
  120917. /**
  120918. * Based on the lens distortion effect, defines how much the lens flare result
  120919. * is distorted
  120920. */
  120921. lensFlareDistortionStrength: number;
  120922. /**
  120923. * Lens star texture must be used to simulate rays on the flares and is available
  120924. * in the documentation
  120925. */
  120926. lensStarTexture: Nullable<Texture>;
  120927. /**
  120928. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  120929. * flare effect by taking account of the dirt texture
  120930. */
  120931. lensFlareDirtTexture: Nullable<Texture>;
  120932. /**
  120933. * Represents the focal length for the depth of field effect
  120934. */
  120935. depthOfFieldDistance: number;
  120936. /**
  120937. * Represents the blur intensity for the blurred part of the depth of field effect
  120938. */
  120939. depthOfFieldBlurWidth: number;
  120940. /**
  120941. * Gets how much the image is blurred by the movement while using the motion blur post-process
  120942. */
  120943. /**
  120944. * Sets how much the image is blurred by the movement while using the motion blur post-process
  120945. */
  120946. motionStrength: number;
  120947. /**
  120948. * Gets wether or not the motion blur post-process is object based or screen based.
  120949. */
  120950. /**
  120951. * Sets wether or not the motion blur post-process should be object based or screen based
  120952. */
  120953. objectBasedMotionBlur: boolean;
  120954. /**
  120955. * List of animations for the pipeline (IAnimatable implementation)
  120956. */
  120957. animations: Animation[];
  120958. /**
  120959. * Private members
  120960. */
  120961. private _scene;
  120962. private _currentDepthOfFieldSource;
  120963. private _basePostProcess;
  120964. private _fixedExposure;
  120965. private _currentExposure;
  120966. private _hdrAutoExposure;
  120967. private _hdrCurrentLuminance;
  120968. private _motionStrength;
  120969. private _isObjectBasedMotionBlur;
  120970. private _floatTextureType;
  120971. private _ratio;
  120972. private _bloomEnabled;
  120973. private _depthOfFieldEnabled;
  120974. private _vlsEnabled;
  120975. private _lensFlareEnabled;
  120976. private _hdrEnabled;
  120977. private _motionBlurEnabled;
  120978. private _fxaaEnabled;
  120979. private _motionBlurSamples;
  120980. private _volumetricLightStepsCount;
  120981. private _samples;
  120982. /**
  120983. * @ignore
  120984. * Specifies if the bloom pipeline is enabled
  120985. */
  120986. BloomEnabled: boolean;
  120987. /**
  120988. * @ignore
  120989. * Specifies if the depth of field pipeline is enabed
  120990. */
  120991. DepthOfFieldEnabled: boolean;
  120992. /**
  120993. * @ignore
  120994. * Specifies if the lens flare pipeline is enabed
  120995. */
  120996. LensFlareEnabled: boolean;
  120997. /**
  120998. * @ignore
  120999. * Specifies if the HDR pipeline is enabled
  121000. */
  121001. HDREnabled: boolean;
  121002. /**
  121003. * @ignore
  121004. * Specifies if the volumetric lights scattering effect is enabled
  121005. */
  121006. VLSEnabled: boolean;
  121007. /**
  121008. * @ignore
  121009. * Specifies if the motion blur effect is enabled
  121010. */
  121011. MotionBlurEnabled: boolean;
  121012. /**
  121013. * Specifies if anti-aliasing is enabled
  121014. */
  121015. fxaaEnabled: boolean;
  121016. /**
  121017. * Specifies the number of steps used to calculate the volumetric lights
  121018. * Typically in interval [50, 200]
  121019. */
  121020. volumetricLightStepsCount: number;
  121021. /**
  121022. * Specifies the number of samples used for the motion blur effect
  121023. * Typically in interval [16, 64]
  121024. */
  121025. motionBlurSamples: number;
  121026. /**
  121027. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121028. */
  121029. samples: number;
  121030. /**
  121031. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121032. * @constructor
  121033. * @param name The rendering pipeline name
  121034. * @param scene The scene linked to this pipeline
  121035. * @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)
  121036. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  121037. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121038. */
  121039. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  121040. private _buildPipeline;
  121041. private _createDownSampleX4PostProcess;
  121042. private _createBrightPassPostProcess;
  121043. private _createBlurPostProcesses;
  121044. private _createTextureAdderPostProcess;
  121045. private _createVolumetricLightPostProcess;
  121046. private _createLuminancePostProcesses;
  121047. private _createHdrPostProcess;
  121048. private _createLensFlarePostProcess;
  121049. private _createDepthOfFieldPostProcess;
  121050. private _createMotionBlurPostProcess;
  121051. private _getDepthTexture;
  121052. private _disposePostProcesses;
  121053. /**
  121054. * Dispose of the pipeline and stop all post processes
  121055. */
  121056. dispose(): void;
  121057. /**
  121058. * Serialize the rendering pipeline (Used when exporting)
  121059. * @returns the serialized object
  121060. */
  121061. serialize(): any;
  121062. /**
  121063. * Parse the serialized pipeline
  121064. * @param source Source pipeline.
  121065. * @param scene The scene to load the pipeline to.
  121066. * @param rootUrl The URL of the serialized pipeline.
  121067. * @returns An instantiated pipeline from the serialized object.
  121068. */
  121069. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  121070. /**
  121071. * Luminance steps
  121072. */
  121073. static LuminanceSteps: number;
  121074. }
  121075. }
  121076. declare module BABYLON {
  121077. /** @hidden */
  121078. export var tonemapPixelShader: {
  121079. name: string;
  121080. shader: string;
  121081. };
  121082. }
  121083. declare module BABYLON {
  121084. /** Defines operator used for tonemapping */
  121085. export enum TonemappingOperator {
  121086. /** Hable */
  121087. Hable = 0,
  121088. /** Reinhard */
  121089. Reinhard = 1,
  121090. /** HejiDawson */
  121091. HejiDawson = 2,
  121092. /** Photographic */
  121093. Photographic = 3
  121094. }
  121095. /**
  121096. * Defines a post process to apply tone mapping
  121097. */
  121098. export class TonemapPostProcess extends PostProcess {
  121099. private _operator;
  121100. /** Defines the required exposure adjustement */
  121101. exposureAdjustment: number;
  121102. /**
  121103. * Creates a new TonemapPostProcess
  121104. * @param name defines the name of the postprocess
  121105. * @param _operator defines the operator to use
  121106. * @param exposureAdjustment defines the required exposure adjustement
  121107. * @param camera defines the camera to use (can be null)
  121108. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  121109. * @param engine defines the hosting engine (can be ignore if camera is set)
  121110. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121111. */
  121112. constructor(name: string, _operator: TonemappingOperator,
  121113. /** Defines the required exposure adjustement */
  121114. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  121115. }
  121116. }
  121117. declare module BABYLON {
  121118. /** @hidden */
  121119. export var depthVertexShader: {
  121120. name: string;
  121121. shader: string;
  121122. };
  121123. }
  121124. declare module BABYLON {
  121125. /** @hidden */
  121126. export var volumetricLightScatteringPixelShader: {
  121127. name: string;
  121128. shader: string;
  121129. };
  121130. }
  121131. declare module BABYLON {
  121132. /** @hidden */
  121133. export var volumetricLightScatteringPassPixelShader: {
  121134. name: string;
  121135. shader: string;
  121136. };
  121137. }
  121138. declare module BABYLON {
  121139. /**
  121140. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  121141. */
  121142. export class VolumetricLightScatteringPostProcess extends PostProcess {
  121143. private _volumetricLightScatteringPass;
  121144. private _volumetricLightScatteringRTT;
  121145. private _viewPort;
  121146. private _screenCoordinates;
  121147. private _cachedDefines;
  121148. /**
  121149. * If not undefined, the mesh position is computed from the attached node position
  121150. */
  121151. attachedNode: {
  121152. position: Vector3;
  121153. };
  121154. /**
  121155. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  121156. */
  121157. customMeshPosition: Vector3;
  121158. /**
  121159. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  121160. */
  121161. useCustomMeshPosition: boolean;
  121162. /**
  121163. * If the post-process should inverse the light scattering direction
  121164. */
  121165. invert: boolean;
  121166. /**
  121167. * The internal mesh used by the post-process
  121168. */
  121169. mesh: Mesh;
  121170. /**
  121171. * @hidden
  121172. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  121173. */
  121174. useDiffuseColor: boolean;
  121175. /**
  121176. * Array containing the excluded meshes not rendered in the internal pass
  121177. */
  121178. excludedMeshes: AbstractMesh[];
  121179. /**
  121180. * Controls the overall intensity of the post-process
  121181. */
  121182. exposure: number;
  121183. /**
  121184. * Dissipates each sample's contribution in range [0, 1]
  121185. */
  121186. decay: number;
  121187. /**
  121188. * Controls the overall intensity of each sample
  121189. */
  121190. weight: number;
  121191. /**
  121192. * Controls the density of each sample
  121193. */
  121194. density: number;
  121195. /**
  121196. * @constructor
  121197. * @param name The post-process name
  121198. * @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)
  121199. * @param camera The camera that the post-process will be attached to
  121200. * @param mesh The mesh used to create the light scattering
  121201. * @param samples The post-process quality, default 100
  121202. * @param samplingModeThe post-process filtering mode
  121203. * @param engine The babylon engine
  121204. * @param reusable If the post-process is reusable
  121205. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  121206. */
  121207. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  121208. /**
  121209. * Returns the string "VolumetricLightScatteringPostProcess"
  121210. * @returns "VolumetricLightScatteringPostProcess"
  121211. */
  121212. getClassName(): string;
  121213. private _isReady;
  121214. /**
  121215. * Sets the new light position for light scattering effect
  121216. * @param position The new custom light position
  121217. */
  121218. setCustomMeshPosition(position: Vector3): void;
  121219. /**
  121220. * Returns the light position for light scattering effect
  121221. * @return Vector3 The custom light position
  121222. */
  121223. getCustomMeshPosition(): Vector3;
  121224. /**
  121225. * Disposes the internal assets and detaches the post-process from the camera
  121226. */
  121227. dispose(camera: Camera): void;
  121228. /**
  121229. * Returns the render target texture used by the post-process
  121230. * @return the render target texture used by the post-process
  121231. */
  121232. getPass(): RenderTargetTexture;
  121233. private _meshExcluded;
  121234. private _createPass;
  121235. private _updateMeshScreenCoordinates;
  121236. /**
  121237. * Creates a default mesh for the Volumeric Light Scattering post-process
  121238. * @param name The mesh name
  121239. * @param scene The scene where to create the mesh
  121240. * @return the default mesh
  121241. */
  121242. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  121243. }
  121244. }
  121245. declare module BABYLON {
  121246. interface Scene {
  121247. /** @hidden (Backing field) */
  121248. _boundingBoxRenderer: BoundingBoxRenderer;
  121249. /** @hidden (Backing field) */
  121250. _forceShowBoundingBoxes: boolean;
  121251. /**
  121252. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  121253. */
  121254. forceShowBoundingBoxes: boolean;
  121255. /**
  121256. * Gets the bounding box renderer associated with the scene
  121257. * @returns a BoundingBoxRenderer
  121258. */
  121259. getBoundingBoxRenderer(): BoundingBoxRenderer;
  121260. }
  121261. interface AbstractMesh {
  121262. /** @hidden (Backing field) */
  121263. _showBoundingBox: boolean;
  121264. /**
  121265. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  121266. */
  121267. showBoundingBox: boolean;
  121268. }
  121269. /**
  121270. * Component responsible of rendering the bounding box of the meshes in a scene.
  121271. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  121272. */
  121273. export class BoundingBoxRenderer implements ISceneComponent {
  121274. /**
  121275. * The component name helpfull to identify the component in the list of scene components.
  121276. */
  121277. readonly name: string;
  121278. /**
  121279. * The scene the component belongs to.
  121280. */
  121281. scene: Scene;
  121282. /**
  121283. * Color of the bounding box lines placed in front of an object
  121284. */
  121285. frontColor: Color3;
  121286. /**
  121287. * Color of the bounding box lines placed behind an object
  121288. */
  121289. backColor: Color3;
  121290. /**
  121291. * Defines if the renderer should show the back lines or not
  121292. */
  121293. showBackLines: boolean;
  121294. /**
  121295. * @hidden
  121296. */
  121297. renderList: SmartArray<BoundingBox>;
  121298. private _colorShader;
  121299. private _vertexBuffers;
  121300. private _indexBuffer;
  121301. private _fillIndexBuffer;
  121302. private _fillIndexData;
  121303. /**
  121304. * Instantiates a new bounding box renderer in a scene.
  121305. * @param scene the scene the renderer renders in
  121306. */
  121307. constructor(scene: Scene);
  121308. /**
  121309. * Registers the component in a given scene
  121310. */
  121311. register(): void;
  121312. private _evaluateSubMesh;
  121313. private _activeMesh;
  121314. private _prepareRessources;
  121315. private _createIndexBuffer;
  121316. /**
  121317. * Rebuilds the elements related to this component in case of
  121318. * context lost for instance.
  121319. */
  121320. rebuild(): void;
  121321. /**
  121322. * @hidden
  121323. */
  121324. reset(): void;
  121325. /**
  121326. * Render the bounding boxes of a specific rendering group
  121327. * @param renderingGroupId defines the rendering group to render
  121328. */
  121329. render(renderingGroupId: number): void;
  121330. /**
  121331. * In case of occlusion queries, we can render the occlusion bounding box through this method
  121332. * @param mesh Define the mesh to render the occlusion bounding box for
  121333. */
  121334. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  121335. /**
  121336. * Dispose and release the resources attached to this renderer.
  121337. */
  121338. dispose(): void;
  121339. }
  121340. }
  121341. declare module BABYLON {
  121342. /** @hidden */
  121343. export var depthPixelShader: {
  121344. name: string;
  121345. shader: string;
  121346. };
  121347. }
  121348. declare module BABYLON {
  121349. /**
  121350. * This represents a depth renderer in Babylon.
  121351. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  121352. */
  121353. export class DepthRenderer {
  121354. private _scene;
  121355. private _depthMap;
  121356. private _effect;
  121357. private readonly _storeNonLinearDepth;
  121358. private readonly _clearColor;
  121359. /** Get if the depth renderer is using packed depth or not */
  121360. readonly isPacked: boolean;
  121361. private _cachedDefines;
  121362. private _camera;
  121363. /**
  121364. * Specifiess that the depth renderer will only be used within
  121365. * the camera it is created for.
  121366. * This can help forcing its rendering during the camera processing.
  121367. */
  121368. useOnlyInActiveCamera: boolean;
  121369. /** @hidden */
  121370. static _SceneComponentInitialization: (scene: Scene) => void;
  121371. /**
  121372. * Instantiates a depth renderer
  121373. * @param scene The scene the renderer belongs to
  121374. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  121375. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  121376. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  121377. */
  121378. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  121379. /**
  121380. * Creates the depth rendering effect and checks if the effect is ready.
  121381. * @param subMesh The submesh to be used to render the depth map of
  121382. * @param useInstances If multiple world instances should be used
  121383. * @returns if the depth renderer is ready to render the depth map
  121384. */
  121385. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  121386. /**
  121387. * Gets the texture which the depth map will be written to.
  121388. * @returns The depth map texture
  121389. */
  121390. getDepthMap(): RenderTargetTexture;
  121391. /**
  121392. * Disposes of the depth renderer.
  121393. */
  121394. dispose(): void;
  121395. }
  121396. }
  121397. declare module BABYLON {
  121398. interface Scene {
  121399. /** @hidden (Backing field) */
  121400. _depthRenderer: {
  121401. [id: string]: DepthRenderer;
  121402. };
  121403. /**
  121404. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  121405. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  121406. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  121407. * @returns the created depth renderer
  121408. */
  121409. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  121410. /**
  121411. * Disables a depth renderer for a given camera
  121412. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  121413. */
  121414. disableDepthRenderer(camera?: Nullable<Camera>): void;
  121415. }
  121416. /**
  121417. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  121418. * in several rendering techniques.
  121419. */
  121420. export class DepthRendererSceneComponent implements ISceneComponent {
  121421. /**
  121422. * The component name helpfull to identify the component in the list of scene components.
  121423. */
  121424. readonly name: string;
  121425. /**
  121426. * The scene the component belongs to.
  121427. */
  121428. scene: Scene;
  121429. /**
  121430. * Creates a new instance of the component for the given scene
  121431. * @param scene Defines the scene to register the component in
  121432. */
  121433. constructor(scene: Scene);
  121434. /**
  121435. * Registers the component in a given scene
  121436. */
  121437. register(): void;
  121438. /**
  121439. * Rebuilds the elements related to this component in case of
  121440. * context lost for instance.
  121441. */
  121442. rebuild(): void;
  121443. /**
  121444. * Disposes the component and the associated ressources
  121445. */
  121446. dispose(): void;
  121447. private _gatherRenderTargets;
  121448. private _gatherActiveCameraRenderTargets;
  121449. }
  121450. }
  121451. declare module BABYLON {
  121452. /** @hidden */
  121453. export var outlinePixelShader: {
  121454. name: string;
  121455. shader: string;
  121456. };
  121457. }
  121458. declare module BABYLON {
  121459. /** @hidden */
  121460. export var outlineVertexShader: {
  121461. name: string;
  121462. shader: string;
  121463. };
  121464. }
  121465. declare module BABYLON {
  121466. interface Scene {
  121467. /** @hidden */
  121468. _outlineRenderer: OutlineRenderer;
  121469. /**
  121470. * Gets the outline renderer associated with the scene
  121471. * @returns a OutlineRenderer
  121472. */
  121473. getOutlineRenderer(): OutlineRenderer;
  121474. }
  121475. interface AbstractMesh {
  121476. /** @hidden (Backing field) */
  121477. _renderOutline: boolean;
  121478. /**
  121479. * Gets or sets a boolean indicating if the outline must be rendered as well
  121480. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  121481. */
  121482. renderOutline: boolean;
  121483. /** @hidden (Backing field) */
  121484. _renderOverlay: boolean;
  121485. /**
  121486. * Gets or sets a boolean indicating if the overlay must be rendered as well
  121487. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  121488. */
  121489. renderOverlay: boolean;
  121490. }
  121491. /**
  121492. * This class is responsible to draw bothe outline/overlay of meshes.
  121493. * It should not be used directly but through the available method on mesh.
  121494. */
  121495. export class OutlineRenderer implements ISceneComponent {
  121496. /**
  121497. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  121498. */
  121499. private static _StencilReference;
  121500. /**
  121501. * The name of the component. Each component must have a unique name.
  121502. */
  121503. name: string;
  121504. /**
  121505. * The scene the component belongs to.
  121506. */
  121507. scene: Scene;
  121508. /**
  121509. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  121510. */
  121511. zOffset: number;
  121512. private _engine;
  121513. private _effect;
  121514. private _cachedDefines;
  121515. private _savedDepthWrite;
  121516. /**
  121517. * Instantiates a new outline renderer. (There could be only one per scene).
  121518. * @param scene Defines the scene it belongs to
  121519. */
  121520. constructor(scene: Scene);
  121521. /**
  121522. * Register the component to one instance of a scene.
  121523. */
  121524. register(): void;
  121525. /**
  121526. * Rebuilds the elements related to this component in case of
  121527. * context lost for instance.
  121528. */
  121529. rebuild(): void;
  121530. /**
  121531. * Disposes the component and the associated ressources.
  121532. */
  121533. dispose(): void;
  121534. /**
  121535. * Renders the outline in the canvas.
  121536. * @param subMesh Defines the sumesh to render
  121537. * @param batch Defines the batch of meshes in case of instances
  121538. * @param useOverlay Defines if the rendering is for the overlay or the outline
  121539. */
  121540. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  121541. /**
  121542. * Returns whether or not the outline renderer is ready for a given submesh.
  121543. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  121544. * @param subMesh Defines the submesh to check readyness for
  121545. * @param useInstances Defines wheter wee are trying to render instances or not
  121546. * @returns true if ready otherwise false
  121547. */
  121548. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  121549. private _beforeRenderingMesh;
  121550. private _afterRenderingMesh;
  121551. }
  121552. }
  121553. declare module BABYLON {
  121554. /**
  121555. * Defines the list of states available for a task inside a AssetsManager
  121556. */
  121557. export enum AssetTaskState {
  121558. /**
  121559. * Initialization
  121560. */
  121561. INIT = 0,
  121562. /**
  121563. * Running
  121564. */
  121565. RUNNING = 1,
  121566. /**
  121567. * Done
  121568. */
  121569. DONE = 2,
  121570. /**
  121571. * Error
  121572. */
  121573. ERROR = 3
  121574. }
  121575. /**
  121576. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  121577. */
  121578. export abstract class AbstractAssetTask {
  121579. /**
  121580. * Task name
  121581. */ name: string;
  121582. /**
  121583. * Callback called when the task is successful
  121584. */
  121585. onSuccess: (task: any) => void;
  121586. /**
  121587. * Callback called when the task is not successful
  121588. */
  121589. onError: (task: any, message?: string, exception?: any) => void;
  121590. /**
  121591. * Creates a new AssetsManager
  121592. * @param name defines the name of the task
  121593. */
  121594. constructor(
  121595. /**
  121596. * Task name
  121597. */ name: string);
  121598. private _isCompleted;
  121599. private _taskState;
  121600. private _errorObject;
  121601. /**
  121602. * Get if the task is completed
  121603. */
  121604. readonly isCompleted: boolean;
  121605. /**
  121606. * Gets the current state of the task
  121607. */
  121608. readonly taskState: AssetTaskState;
  121609. /**
  121610. * Gets the current error object (if task is in error)
  121611. */
  121612. readonly errorObject: {
  121613. message?: string;
  121614. exception?: any;
  121615. };
  121616. /**
  121617. * Internal only
  121618. * @hidden
  121619. */
  121620. _setErrorObject(message?: string, exception?: any): void;
  121621. /**
  121622. * Execute the current task
  121623. * @param scene defines the scene where you want your assets to be loaded
  121624. * @param onSuccess is a callback called when the task is successfully executed
  121625. * @param onError is a callback called if an error occurs
  121626. */
  121627. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  121628. /**
  121629. * Execute the current task
  121630. * @param scene defines the scene where you want your assets to be loaded
  121631. * @param onSuccess is a callback called when the task is successfully executed
  121632. * @param onError is a callback called if an error occurs
  121633. */
  121634. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  121635. /**
  121636. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  121637. * This can be used with failed tasks that have the reason for failure fixed.
  121638. */
  121639. reset(): void;
  121640. private onErrorCallback;
  121641. private onDoneCallback;
  121642. }
  121643. /**
  121644. * Define the interface used by progress events raised during assets loading
  121645. */
  121646. export interface IAssetsProgressEvent {
  121647. /**
  121648. * Defines the number of remaining tasks to process
  121649. */
  121650. remainingCount: number;
  121651. /**
  121652. * Defines the total number of tasks
  121653. */
  121654. totalCount: number;
  121655. /**
  121656. * Defines the task that was just processed
  121657. */
  121658. task: AbstractAssetTask;
  121659. }
  121660. /**
  121661. * Class used to share progress information about assets loading
  121662. */
  121663. export class AssetsProgressEvent implements IAssetsProgressEvent {
  121664. /**
  121665. * Defines the number of remaining tasks to process
  121666. */
  121667. remainingCount: number;
  121668. /**
  121669. * Defines the total number of tasks
  121670. */
  121671. totalCount: number;
  121672. /**
  121673. * Defines the task that was just processed
  121674. */
  121675. task: AbstractAssetTask;
  121676. /**
  121677. * Creates a AssetsProgressEvent
  121678. * @param remainingCount defines the number of remaining tasks to process
  121679. * @param totalCount defines the total number of tasks
  121680. * @param task defines the task that was just processed
  121681. */
  121682. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  121683. }
  121684. /**
  121685. * Define a task used by AssetsManager to load meshes
  121686. */
  121687. export class MeshAssetTask extends AbstractAssetTask {
  121688. /**
  121689. * Defines the name of the task
  121690. */
  121691. name: string;
  121692. /**
  121693. * Defines the list of mesh's names you want to load
  121694. */
  121695. meshesNames: any;
  121696. /**
  121697. * Defines the root url to use as a base to load your meshes and associated resources
  121698. */
  121699. rootUrl: string;
  121700. /**
  121701. * Defines the filename of the scene to load from
  121702. */
  121703. sceneFilename: string;
  121704. /**
  121705. * Gets the list of loaded meshes
  121706. */
  121707. loadedMeshes: Array<AbstractMesh>;
  121708. /**
  121709. * Gets the list of loaded particle systems
  121710. */
  121711. loadedParticleSystems: Array<IParticleSystem>;
  121712. /**
  121713. * Gets the list of loaded skeletons
  121714. */
  121715. loadedSkeletons: Array<Skeleton>;
  121716. /**
  121717. * Gets the list of loaded animation groups
  121718. */
  121719. loadedAnimationGroups: Array<AnimationGroup>;
  121720. /**
  121721. * Callback called when the task is successful
  121722. */
  121723. onSuccess: (task: MeshAssetTask) => void;
  121724. /**
  121725. * Callback called when the task is successful
  121726. */
  121727. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  121728. /**
  121729. * Creates a new MeshAssetTask
  121730. * @param name defines the name of the task
  121731. * @param meshesNames defines the list of mesh's names you want to load
  121732. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  121733. * @param sceneFilename defines the filename of the scene to load from
  121734. */
  121735. constructor(
  121736. /**
  121737. * Defines the name of the task
  121738. */
  121739. name: string,
  121740. /**
  121741. * Defines the list of mesh's names you want to load
  121742. */
  121743. meshesNames: any,
  121744. /**
  121745. * Defines the root url to use as a base to load your meshes and associated resources
  121746. */
  121747. rootUrl: string,
  121748. /**
  121749. * Defines the filename of the scene to load from
  121750. */
  121751. sceneFilename: string);
  121752. /**
  121753. * Execute the current task
  121754. * @param scene defines the scene where you want your assets to be loaded
  121755. * @param onSuccess is a callback called when the task is successfully executed
  121756. * @param onError is a callback called if an error occurs
  121757. */
  121758. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  121759. }
  121760. /**
  121761. * Define a task used by AssetsManager to load text content
  121762. */
  121763. export class TextFileAssetTask extends AbstractAssetTask {
  121764. /**
  121765. * Defines the name of the task
  121766. */
  121767. name: string;
  121768. /**
  121769. * Defines the location of the file to load
  121770. */
  121771. url: string;
  121772. /**
  121773. * Gets the loaded text string
  121774. */
  121775. text: string;
  121776. /**
  121777. * Callback called when the task is successful
  121778. */
  121779. onSuccess: (task: TextFileAssetTask) => void;
  121780. /**
  121781. * Callback called when the task is successful
  121782. */
  121783. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  121784. /**
  121785. * Creates a new TextFileAssetTask object
  121786. * @param name defines the name of the task
  121787. * @param url defines the location of the file to load
  121788. */
  121789. constructor(
  121790. /**
  121791. * Defines the name of the task
  121792. */
  121793. name: string,
  121794. /**
  121795. * Defines the location of the file to load
  121796. */
  121797. url: string);
  121798. /**
  121799. * Execute the current task
  121800. * @param scene defines the scene where you want your assets to be loaded
  121801. * @param onSuccess is a callback called when the task is successfully executed
  121802. * @param onError is a callback called if an error occurs
  121803. */
  121804. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  121805. }
  121806. /**
  121807. * Define a task used by AssetsManager to load binary data
  121808. */
  121809. export class BinaryFileAssetTask extends AbstractAssetTask {
  121810. /**
  121811. * Defines the name of the task
  121812. */
  121813. name: string;
  121814. /**
  121815. * Defines the location of the file to load
  121816. */
  121817. url: string;
  121818. /**
  121819. * Gets the lodaded data (as an array buffer)
  121820. */
  121821. data: ArrayBuffer;
  121822. /**
  121823. * Callback called when the task is successful
  121824. */
  121825. onSuccess: (task: BinaryFileAssetTask) => void;
  121826. /**
  121827. * Callback called when the task is successful
  121828. */
  121829. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  121830. /**
  121831. * Creates a new BinaryFileAssetTask object
  121832. * @param name defines the name of the new task
  121833. * @param url defines the location of the file to load
  121834. */
  121835. constructor(
  121836. /**
  121837. * Defines the name of the task
  121838. */
  121839. name: string,
  121840. /**
  121841. * Defines the location of the file to load
  121842. */
  121843. url: string);
  121844. /**
  121845. * Execute the current task
  121846. * @param scene defines the scene where you want your assets to be loaded
  121847. * @param onSuccess is a callback called when the task is successfully executed
  121848. * @param onError is a callback called if an error occurs
  121849. */
  121850. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  121851. }
  121852. /**
  121853. * Define a task used by AssetsManager to load images
  121854. */
  121855. export class ImageAssetTask extends AbstractAssetTask {
  121856. /**
  121857. * Defines the name of the task
  121858. */
  121859. name: string;
  121860. /**
  121861. * Defines the location of the image to load
  121862. */
  121863. url: string;
  121864. /**
  121865. * Gets the loaded images
  121866. */
  121867. image: HTMLImageElement;
  121868. /**
  121869. * Callback called when the task is successful
  121870. */
  121871. onSuccess: (task: ImageAssetTask) => void;
  121872. /**
  121873. * Callback called when the task is successful
  121874. */
  121875. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  121876. /**
  121877. * Creates a new ImageAssetTask
  121878. * @param name defines the name of the task
  121879. * @param url defines the location of the image to load
  121880. */
  121881. constructor(
  121882. /**
  121883. * Defines the name of the task
  121884. */
  121885. name: string,
  121886. /**
  121887. * Defines the location of the image to load
  121888. */
  121889. url: string);
  121890. /**
  121891. * Execute the current task
  121892. * @param scene defines the scene where you want your assets to be loaded
  121893. * @param onSuccess is a callback called when the task is successfully executed
  121894. * @param onError is a callback called if an error occurs
  121895. */
  121896. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  121897. }
  121898. /**
  121899. * Defines the interface used by texture loading tasks
  121900. */
  121901. export interface ITextureAssetTask<TEX extends BaseTexture> {
  121902. /**
  121903. * Gets the loaded texture
  121904. */
  121905. texture: TEX;
  121906. }
  121907. /**
  121908. * Define a task used by AssetsManager to load 2D textures
  121909. */
  121910. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  121911. /**
  121912. * Defines the name of the task
  121913. */
  121914. name: string;
  121915. /**
  121916. * Defines the location of the file to load
  121917. */
  121918. url: string;
  121919. /**
  121920. * Defines if mipmap should not be generated (default is false)
  121921. */
  121922. noMipmap?: boolean | undefined;
  121923. /**
  121924. * Defines if texture must be inverted on Y axis (default is false)
  121925. */
  121926. invertY?: boolean | undefined;
  121927. /**
  121928. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  121929. */
  121930. samplingMode: number;
  121931. /**
  121932. * Gets the loaded texture
  121933. */
  121934. texture: Texture;
  121935. /**
  121936. * Callback called when the task is successful
  121937. */
  121938. onSuccess: (task: TextureAssetTask) => void;
  121939. /**
  121940. * Callback called when the task is successful
  121941. */
  121942. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  121943. /**
  121944. * Creates a new TextureAssetTask object
  121945. * @param name defines the name of the task
  121946. * @param url defines the location of the file to load
  121947. * @param noMipmap defines if mipmap should not be generated (default is false)
  121948. * @param invertY defines if texture must be inverted on Y axis (default is false)
  121949. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  121950. */
  121951. constructor(
  121952. /**
  121953. * Defines the name of the task
  121954. */
  121955. name: string,
  121956. /**
  121957. * Defines the location of the file to load
  121958. */
  121959. url: string,
  121960. /**
  121961. * Defines if mipmap should not be generated (default is false)
  121962. */
  121963. noMipmap?: boolean | undefined,
  121964. /**
  121965. * Defines if texture must be inverted on Y axis (default is false)
  121966. */
  121967. invertY?: boolean | undefined,
  121968. /**
  121969. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  121970. */
  121971. samplingMode?: number);
  121972. /**
  121973. * Execute the current task
  121974. * @param scene defines the scene where you want your assets to be loaded
  121975. * @param onSuccess is a callback called when the task is successfully executed
  121976. * @param onError is a callback called if an error occurs
  121977. */
  121978. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  121979. }
  121980. /**
  121981. * Define a task used by AssetsManager to load cube textures
  121982. */
  121983. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  121984. /**
  121985. * Defines the name of the task
  121986. */
  121987. name: string;
  121988. /**
  121989. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  121990. */
  121991. url: string;
  121992. /**
  121993. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  121994. */
  121995. extensions?: string[] | undefined;
  121996. /**
  121997. * Defines if mipmaps should not be generated (default is false)
  121998. */
  121999. noMipmap?: boolean | undefined;
  122000. /**
  122001. * Defines the explicit list of files (undefined by default)
  122002. */
  122003. files?: string[] | undefined;
  122004. /**
  122005. * Gets the loaded texture
  122006. */
  122007. texture: CubeTexture;
  122008. /**
  122009. * Callback called when the task is successful
  122010. */
  122011. onSuccess: (task: CubeTextureAssetTask) => void;
  122012. /**
  122013. * Callback called when the task is successful
  122014. */
  122015. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  122016. /**
  122017. * Creates a new CubeTextureAssetTask
  122018. * @param name defines the name of the task
  122019. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122020. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122021. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122022. * @param files defines the explicit list of files (undefined by default)
  122023. */
  122024. constructor(
  122025. /**
  122026. * Defines the name of the task
  122027. */
  122028. name: string,
  122029. /**
  122030. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122031. */
  122032. url: string,
  122033. /**
  122034. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122035. */
  122036. extensions?: string[] | undefined,
  122037. /**
  122038. * Defines if mipmaps should not be generated (default is false)
  122039. */
  122040. noMipmap?: boolean | undefined,
  122041. /**
  122042. * Defines the explicit list of files (undefined by default)
  122043. */
  122044. files?: string[] | undefined);
  122045. /**
  122046. * Execute the current task
  122047. * @param scene defines the scene where you want your assets to be loaded
  122048. * @param onSuccess is a callback called when the task is successfully executed
  122049. * @param onError is a callback called if an error occurs
  122050. */
  122051. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122052. }
  122053. /**
  122054. * Define a task used by AssetsManager to load HDR cube textures
  122055. */
  122056. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  122057. /**
  122058. * Defines the name of the task
  122059. */
  122060. name: string;
  122061. /**
  122062. * Defines the location of the file to load
  122063. */
  122064. url: string;
  122065. /**
  122066. * Defines the desired size (the more it increases the longer the generation will be)
  122067. */
  122068. size: number;
  122069. /**
  122070. * Defines if mipmaps should not be generated (default is false)
  122071. */
  122072. noMipmap: boolean;
  122073. /**
  122074. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122075. */
  122076. generateHarmonics: boolean;
  122077. /**
  122078. * 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)
  122079. */
  122080. gammaSpace: boolean;
  122081. /**
  122082. * Internal Use Only
  122083. */
  122084. reserved: boolean;
  122085. /**
  122086. * Gets the loaded texture
  122087. */
  122088. texture: HDRCubeTexture;
  122089. /**
  122090. * Callback called when the task is successful
  122091. */
  122092. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  122093. /**
  122094. * Callback called when the task is successful
  122095. */
  122096. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  122097. /**
  122098. * Creates a new HDRCubeTextureAssetTask object
  122099. * @param name defines the name of the task
  122100. * @param url defines the location of the file to load
  122101. * @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.
  122102. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122103. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122104. * @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)
  122105. * @param reserved Internal use only
  122106. */
  122107. constructor(
  122108. /**
  122109. * Defines the name of the task
  122110. */
  122111. name: string,
  122112. /**
  122113. * Defines the location of the file to load
  122114. */
  122115. url: string,
  122116. /**
  122117. * Defines the desired size (the more it increases the longer the generation will be)
  122118. */
  122119. size: number,
  122120. /**
  122121. * Defines if mipmaps should not be generated (default is false)
  122122. */
  122123. noMipmap?: boolean,
  122124. /**
  122125. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122126. */
  122127. generateHarmonics?: boolean,
  122128. /**
  122129. * 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)
  122130. */
  122131. gammaSpace?: boolean,
  122132. /**
  122133. * Internal Use Only
  122134. */
  122135. reserved?: boolean);
  122136. /**
  122137. * Execute the current task
  122138. * @param scene defines the scene where you want your assets to be loaded
  122139. * @param onSuccess is a callback called when the task is successfully executed
  122140. * @param onError is a callback called if an error occurs
  122141. */
  122142. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122143. }
  122144. /**
  122145. * Define a task used by AssetsManager to load Equirectangular cube textures
  122146. */
  122147. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  122148. /**
  122149. * Defines the name of the task
  122150. */
  122151. name: string;
  122152. /**
  122153. * Defines the location of the file to load
  122154. */
  122155. url: string;
  122156. /**
  122157. * Defines the desired size (the more it increases the longer the generation will be)
  122158. */
  122159. size: number;
  122160. /**
  122161. * Defines if mipmaps should not be generated (default is false)
  122162. */
  122163. noMipmap: boolean;
  122164. /**
  122165. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  122166. * but the standard material would require them in Gamma space) (default is true)
  122167. */
  122168. gammaSpace: boolean;
  122169. /**
  122170. * Gets the loaded texture
  122171. */
  122172. texture: EquiRectangularCubeTexture;
  122173. /**
  122174. * Callback called when the task is successful
  122175. */
  122176. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  122177. /**
  122178. * Callback called when the task is successful
  122179. */
  122180. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  122181. /**
  122182. * Creates a new EquiRectangularCubeTextureAssetTask object
  122183. * @param name defines the name of the task
  122184. * @param url defines the location of the file to load
  122185. * @param size defines the desired size (the more it increases the longer the generation will be)
  122186. * If the size is omitted this implies you are using a preprocessed cubemap.
  122187. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122188. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  122189. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  122190. * (default is true)
  122191. */
  122192. constructor(
  122193. /**
  122194. * Defines the name of the task
  122195. */
  122196. name: string,
  122197. /**
  122198. * Defines the location of the file to load
  122199. */
  122200. url: string,
  122201. /**
  122202. * Defines the desired size (the more it increases the longer the generation will be)
  122203. */
  122204. size: number,
  122205. /**
  122206. * Defines if mipmaps should not be generated (default is false)
  122207. */
  122208. noMipmap?: boolean,
  122209. /**
  122210. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  122211. * but the standard material would require them in Gamma space) (default is true)
  122212. */
  122213. gammaSpace?: boolean);
  122214. /**
  122215. * Execute the current task
  122216. * @param scene defines the scene where you want your assets to be loaded
  122217. * @param onSuccess is a callback called when the task is successfully executed
  122218. * @param onError is a callback called if an error occurs
  122219. */
  122220. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122221. }
  122222. /**
  122223. * This class can be used to easily import assets into a scene
  122224. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  122225. */
  122226. export class AssetsManager {
  122227. private _scene;
  122228. private _isLoading;
  122229. protected _tasks: AbstractAssetTask[];
  122230. protected _waitingTasksCount: number;
  122231. protected _totalTasksCount: number;
  122232. /**
  122233. * Callback called when all tasks are processed
  122234. */
  122235. onFinish: (tasks: AbstractAssetTask[]) => void;
  122236. /**
  122237. * Callback called when a task is successful
  122238. */
  122239. onTaskSuccess: (task: AbstractAssetTask) => void;
  122240. /**
  122241. * Callback called when a task had an error
  122242. */
  122243. onTaskError: (task: AbstractAssetTask) => void;
  122244. /**
  122245. * Callback called when a task is done (whatever the result is)
  122246. */
  122247. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  122248. /**
  122249. * Observable called when all tasks are processed
  122250. */
  122251. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  122252. /**
  122253. * Observable called when a task had an error
  122254. */
  122255. onTaskErrorObservable: Observable<AbstractAssetTask>;
  122256. /**
  122257. * Observable called when all tasks were executed
  122258. */
  122259. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  122260. /**
  122261. * Observable called when a task is done (whatever the result is)
  122262. */
  122263. onProgressObservable: Observable<IAssetsProgressEvent>;
  122264. /**
  122265. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  122266. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  122267. */
  122268. useDefaultLoadingScreen: boolean;
  122269. /**
  122270. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  122271. * when all assets have been downloaded.
  122272. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  122273. */
  122274. autoHideLoadingUI: boolean;
  122275. /**
  122276. * Creates a new AssetsManager
  122277. * @param scene defines the scene to work on
  122278. */
  122279. constructor(scene: Scene);
  122280. /**
  122281. * Add a MeshAssetTask to the list of active tasks
  122282. * @param taskName defines the name of the new task
  122283. * @param meshesNames defines the name of meshes to load
  122284. * @param rootUrl defines the root url to use to locate files
  122285. * @param sceneFilename defines the filename of the scene file
  122286. * @returns a new MeshAssetTask object
  122287. */
  122288. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  122289. /**
  122290. * Add a TextFileAssetTask to the list of active tasks
  122291. * @param taskName defines the name of the new task
  122292. * @param url defines the url of the file to load
  122293. * @returns a new TextFileAssetTask object
  122294. */
  122295. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  122296. /**
  122297. * Add a BinaryFileAssetTask to the list of active tasks
  122298. * @param taskName defines the name of the new task
  122299. * @param url defines the url of the file to load
  122300. * @returns a new BinaryFileAssetTask object
  122301. */
  122302. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  122303. /**
  122304. * Add a ImageAssetTask to the list of active tasks
  122305. * @param taskName defines the name of the new task
  122306. * @param url defines the url of the file to load
  122307. * @returns a new ImageAssetTask object
  122308. */
  122309. addImageTask(taskName: string, url: string): ImageAssetTask;
  122310. /**
  122311. * Add a TextureAssetTask to the list of active tasks
  122312. * @param taskName defines the name of the new task
  122313. * @param url defines the url of the file to load
  122314. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  122315. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  122316. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  122317. * @returns a new TextureAssetTask object
  122318. */
  122319. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  122320. /**
  122321. * Add a CubeTextureAssetTask to the list of active tasks
  122322. * @param taskName defines the name of the new task
  122323. * @param url defines the url of the file to load
  122324. * @param extensions defines the extension to use to load the cube map (can be null)
  122325. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  122326. * @param files defines the list of files to load (can be null)
  122327. * @returns a new CubeTextureAssetTask object
  122328. */
  122329. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  122330. /**
  122331. *
  122332. * Add a HDRCubeTextureAssetTask to the list of active tasks
  122333. * @param taskName defines the name of the new task
  122334. * @param url defines the url of the file to load
  122335. * @param size defines the size you want for the cubemap (can be null)
  122336. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  122337. * @param generateHarmonics defines if you want to automatically generate (true by default)
  122338. * @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)
  122339. * @param reserved Internal use only
  122340. * @returns a new HDRCubeTextureAssetTask object
  122341. */
  122342. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  122343. /**
  122344. *
  122345. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  122346. * @param taskName defines the name of the new task
  122347. * @param url defines the url of the file to load
  122348. * @param size defines the size you want for the cubemap (can be null)
  122349. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  122350. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  122351. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  122352. * @returns a new EquiRectangularCubeTextureAssetTask object
  122353. */
  122354. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  122355. /**
  122356. * Remove a task from the assets manager.
  122357. * @param task the task to remove
  122358. */
  122359. removeTask(task: AbstractAssetTask): void;
  122360. private _decreaseWaitingTasksCount;
  122361. private _runTask;
  122362. /**
  122363. * Reset the AssetsManager and remove all tasks
  122364. * @return the current instance of the AssetsManager
  122365. */
  122366. reset(): AssetsManager;
  122367. /**
  122368. * Start the loading process
  122369. * @return the current instance of the AssetsManager
  122370. */
  122371. load(): AssetsManager;
  122372. /**
  122373. * Start the loading process as an async operation
  122374. * @return a promise returning the list of failed tasks
  122375. */
  122376. loadAsync(): Promise<void>;
  122377. }
  122378. }
  122379. declare module BABYLON {
  122380. /**
  122381. * Wrapper class for promise with external resolve and reject.
  122382. */
  122383. export class Deferred<T> {
  122384. /**
  122385. * The promise associated with this deferred object.
  122386. */
  122387. readonly promise: Promise<T>;
  122388. private _resolve;
  122389. private _reject;
  122390. /**
  122391. * The resolve method of the promise associated with this deferred object.
  122392. */
  122393. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  122394. /**
  122395. * The reject method of the promise associated with this deferred object.
  122396. */
  122397. readonly reject: (reason?: any) => void;
  122398. /**
  122399. * Constructor for this deferred object.
  122400. */
  122401. constructor();
  122402. }
  122403. }
  122404. declare module BABYLON {
  122405. /**
  122406. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  122407. */
  122408. export class MeshExploder {
  122409. private _centerMesh;
  122410. private _meshes;
  122411. private _meshesOrigins;
  122412. private _toCenterVectors;
  122413. private _scaledDirection;
  122414. private _newPosition;
  122415. private _centerPosition;
  122416. /**
  122417. * Explodes meshes from a center mesh.
  122418. * @param meshes The meshes to explode.
  122419. * @param centerMesh The mesh to be center of explosion.
  122420. */
  122421. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  122422. private _setCenterMesh;
  122423. /**
  122424. * Get class name
  122425. * @returns "MeshExploder"
  122426. */
  122427. getClassName(): string;
  122428. /**
  122429. * "Exploded meshes"
  122430. * @returns Array of meshes with the centerMesh at index 0.
  122431. */
  122432. getMeshes(): Array<Mesh>;
  122433. /**
  122434. * Explodes meshes giving a specific direction
  122435. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  122436. */
  122437. explode(direction?: number): void;
  122438. }
  122439. }
  122440. declare module BABYLON {
  122441. /**
  122442. * Class used to help managing file picking and drag'n'drop
  122443. */
  122444. export class FilesInput {
  122445. /**
  122446. * List of files ready to be loaded
  122447. */
  122448. static readonly FilesToLoad: {
  122449. [key: string]: File;
  122450. };
  122451. /**
  122452. * Callback called when a file is processed
  122453. */
  122454. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  122455. private _engine;
  122456. private _currentScene;
  122457. private _sceneLoadedCallback;
  122458. private _progressCallback;
  122459. private _additionalRenderLoopLogicCallback;
  122460. private _textureLoadingCallback;
  122461. private _startingProcessingFilesCallback;
  122462. private _onReloadCallback;
  122463. private _errorCallback;
  122464. private _elementToMonitor;
  122465. private _sceneFileToLoad;
  122466. private _filesToLoad;
  122467. /**
  122468. * Creates a new FilesInput
  122469. * @param engine defines the rendering engine
  122470. * @param scene defines the hosting scene
  122471. * @param sceneLoadedCallback callback called when scene is loaded
  122472. * @param progressCallback callback called to track progress
  122473. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  122474. * @param textureLoadingCallback callback called when a texture is loading
  122475. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  122476. * @param onReloadCallback callback called when a reload is requested
  122477. * @param errorCallback callback call if an error occurs
  122478. */
  122479. 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);
  122480. private _dragEnterHandler;
  122481. private _dragOverHandler;
  122482. private _dropHandler;
  122483. /**
  122484. * Calls this function to listen to drag'n'drop events on a specific DOM element
  122485. * @param elementToMonitor defines the DOM element to track
  122486. */
  122487. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  122488. /**
  122489. * Release all associated resources
  122490. */
  122491. dispose(): void;
  122492. private renderFunction;
  122493. private drag;
  122494. private drop;
  122495. private _traverseFolder;
  122496. private _processFiles;
  122497. /**
  122498. * Load files from a drop event
  122499. * @param event defines the drop event to use as source
  122500. */
  122501. loadFiles(event: any): void;
  122502. private _processReload;
  122503. /**
  122504. * Reload the current scene from the loaded files
  122505. */
  122506. reload(): void;
  122507. }
  122508. }
  122509. declare module BABYLON {
  122510. /**
  122511. * Defines the root class used to create scene optimization to use with SceneOptimizer
  122512. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122513. */
  122514. export class SceneOptimization {
  122515. /**
  122516. * Defines the priority of this optimization (0 by default which means first in the list)
  122517. */
  122518. priority: number;
  122519. /**
  122520. * Gets a string describing the action executed by the current optimization
  122521. * @returns description string
  122522. */
  122523. getDescription(): string;
  122524. /**
  122525. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122526. * @param scene defines the current scene where to apply this optimization
  122527. * @param optimizer defines the current optimizer
  122528. * @returns true if everything that can be done was applied
  122529. */
  122530. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122531. /**
  122532. * Creates the SceneOptimization object
  122533. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  122534. * @param desc defines the description associated with the optimization
  122535. */
  122536. constructor(
  122537. /**
  122538. * Defines the priority of this optimization (0 by default which means first in the list)
  122539. */
  122540. priority?: number);
  122541. }
  122542. /**
  122543. * Defines an optimization used to reduce the size of render target textures
  122544. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122545. */
  122546. export class TextureOptimization extends SceneOptimization {
  122547. /**
  122548. * Defines the priority of this optimization (0 by default which means first in the list)
  122549. */
  122550. priority: number;
  122551. /**
  122552. * 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
  122553. */
  122554. maximumSize: number;
  122555. /**
  122556. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  122557. */
  122558. step: number;
  122559. /**
  122560. * Gets a string describing the action executed by the current optimization
  122561. * @returns description string
  122562. */
  122563. getDescription(): string;
  122564. /**
  122565. * Creates the TextureOptimization object
  122566. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  122567. * @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
  122568. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  122569. */
  122570. constructor(
  122571. /**
  122572. * Defines the priority of this optimization (0 by default which means first in the list)
  122573. */
  122574. priority?: number,
  122575. /**
  122576. * 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
  122577. */
  122578. maximumSize?: number,
  122579. /**
  122580. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  122581. */
  122582. step?: number);
  122583. /**
  122584. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122585. * @param scene defines the current scene where to apply this optimization
  122586. * @param optimizer defines the current optimizer
  122587. * @returns true if everything that can be done was applied
  122588. */
  122589. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122590. }
  122591. /**
  122592. * Defines an optimization used to increase or decrease the rendering resolution
  122593. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122594. */
  122595. export class HardwareScalingOptimization extends SceneOptimization {
  122596. /**
  122597. * Defines the priority of this optimization (0 by default which means first in the list)
  122598. */
  122599. priority: number;
  122600. /**
  122601. * Defines the maximum scale to use (2 by default)
  122602. */
  122603. maximumScale: number;
  122604. /**
  122605. * Defines the step to use between two passes (0.5 by default)
  122606. */
  122607. step: number;
  122608. private _currentScale;
  122609. private _directionOffset;
  122610. /**
  122611. * Gets a string describing the action executed by the current optimization
  122612. * @return description string
  122613. */
  122614. getDescription(): string;
  122615. /**
  122616. * Creates the HardwareScalingOptimization object
  122617. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  122618. * @param maximumScale defines the maximum scale to use (2 by default)
  122619. * @param step defines the step to use between two passes (0.5 by default)
  122620. */
  122621. constructor(
  122622. /**
  122623. * Defines the priority of this optimization (0 by default which means first in the list)
  122624. */
  122625. priority?: number,
  122626. /**
  122627. * Defines the maximum scale to use (2 by default)
  122628. */
  122629. maximumScale?: number,
  122630. /**
  122631. * Defines the step to use between two passes (0.5 by default)
  122632. */
  122633. step?: number);
  122634. /**
  122635. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122636. * @param scene defines the current scene where to apply this optimization
  122637. * @param optimizer defines the current optimizer
  122638. * @returns true if everything that can be done was applied
  122639. */
  122640. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122641. }
  122642. /**
  122643. * Defines an optimization used to remove shadows
  122644. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122645. */
  122646. export class ShadowsOptimization extends SceneOptimization {
  122647. /**
  122648. * Gets a string describing the action executed by the current optimization
  122649. * @return description string
  122650. */
  122651. getDescription(): string;
  122652. /**
  122653. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122654. * @param scene defines the current scene where to apply this optimization
  122655. * @param optimizer defines the current optimizer
  122656. * @returns true if everything that can be done was applied
  122657. */
  122658. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122659. }
  122660. /**
  122661. * Defines an optimization used to turn post-processes off
  122662. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122663. */
  122664. export class PostProcessesOptimization extends SceneOptimization {
  122665. /**
  122666. * Gets a string describing the action executed by the current optimization
  122667. * @return description string
  122668. */
  122669. getDescription(): string;
  122670. /**
  122671. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122672. * @param scene defines the current scene where to apply this optimization
  122673. * @param optimizer defines the current optimizer
  122674. * @returns true if everything that can be done was applied
  122675. */
  122676. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122677. }
  122678. /**
  122679. * Defines an optimization used to turn lens flares off
  122680. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122681. */
  122682. export class LensFlaresOptimization extends SceneOptimization {
  122683. /**
  122684. * Gets a string describing the action executed by the current optimization
  122685. * @return description string
  122686. */
  122687. getDescription(): string;
  122688. /**
  122689. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122690. * @param scene defines the current scene where to apply this optimization
  122691. * @param optimizer defines the current optimizer
  122692. * @returns true if everything that can be done was applied
  122693. */
  122694. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122695. }
  122696. /**
  122697. * Defines an optimization based on user defined callback.
  122698. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122699. */
  122700. export class CustomOptimization extends SceneOptimization {
  122701. /**
  122702. * Callback called to apply the custom optimization.
  122703. */
  122704. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  122705. /**
  122706. * Callback called to get custom description
  122707. */
  122708. onGetDescription: () => string;
  122709. /**
  122710. * Gets a string describing the action executed by the current optimization
  122711. * @returns description string
  122712. */
  122713. getDescription(): string;
  122714. /**
  122715. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122716. * @param scene defines the current scene where to apply this optimization
  122717. * @param optimizer defines the current optimizer
  122718. * @returns true if everything that can be done was applied
  122719. */
  122720. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122721. }
  122722. /**
  122723. * Defines an optimization used to turn particles off
  122724. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122725. */
  122726. export class ParticlesOptimization extends SceneOptimization {
  122727. /**
  122728. * Gets a string describing the action executed by the current optimization
  122729. * @return description string
  122730. */
  122731. getDescription(): string;
  122732. /**
  122733. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122734. * @param scene defines the current scene where to apply this optimization
  122735. * @param optimizer defines the current optimizer
  122736. * @returns true if everything that can be done was applied
  122737. */
  122738. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122739. }
  122740. /**
  122741. * Defines an optimization used to turn render targets off
  122742. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122743. */
  122744. export class RenderTargetsOptimization extends SceneOptimization {
  122745. /**
  122746. * Gets a string describing the action executed by the current optimization
  122747. * @return description string
  122748. */
  122749. getDescription(): string;
  122750. /**
  122751. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122752. * @param scene defines the current scene where to apply this optimization
  122753. * @param optimizer defines the current optimizer
  122754. * @returns true if everything that can be done was applied
  122755. */
  122756. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  122757. }
  122758. /**
  122759. * Defines an optimization used to merge meshes with compatible materials
  122760. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122761. */
  122762. export class MergeMeshesOptimization extends SceneOptimization {
  122763. private static _UpdateSelectionTree;
  122764. /**
  122765. * Gets or sets a boolean which defines if optimization octree has to be updated
  122766. */
  122767. /**
  122768. * Gets or sets a boolean which defines if optimization octree has to be updated
  122769. */
  122770. static UpdateSelectionTree: boolean;
  122771. /**
  122772. * Gets a string describing the action executed by the current optimization
  122773. * @return description string
  122774. */
  122775. getDescription(): string;
  122776. private _canBeMerged;
  122777. /**
  122778. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  122779. * @param scene defines the current scene where to apply this optimization
  122780. * @param optimizer defines the current optimizer
  122781. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  122782. * @returns true if everything that can be done was applied
  122783. */
  122784. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  122785. }
  122786. /**
  122787. * Defines a list of options used by SceneOptimizer
  122788. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122789. */
  122790. export class SceneOptimizerOptions {
  122791. /**
  122792. * Defines the target frame rate to reach (60 by default)
  122793. */
  122794. targetFrameRate: number;
  122795. /**
  122796. * Defines the interval between two checkes (2000ms by default)
  122797. */
  122798. trackerDuration: number;
  122799. /**
  122800. * Gets the list of optimizations to apply
  122801. */
  122802. optimizations: SceneOptimization[];
  122803. /**
  122804. * Creates a new list of options used by SceneOptimizer
  122805. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  122806. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  122807. */
  122808. constructor(
  122809. /**
  122810. * Defines the target frame rate to reach (60 by default)
  122811. */
  122812. targetFrameRate?: number,
  122813. /**
  122814. * Defines the interval between two checkes (2000ms by default)
  122815. */
  122816. trackerDuration?: number);
  122817. /**
  122818. * Add a new optimization
  122819. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  122820. * @returns the current SceneOptimizerOptions
  122821. */
  122822. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  122823. /**
  122824. * Add a new custom optimization
  122825. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  122826. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  122827. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  122828. * @returns the current SceneOptimizerOptions
  122829. */
  122830. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  122831. /**
  122832. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  122833. * @param targetFrameRate defines the target frame rate (60 by default)
  122834. * @returns a SceneOptimizerOptions object
  122835. */
  122836. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  122837. /**
  122838. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  122839. * @param targetFrameRate defines the target frame rate (60 by default)
  122840. * @returns a SceneOptimizerOptions object
  122841. */
  122842. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  122843. /**
  122844. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  122845. * @param targetFrameRate defines the target frame rate (60 by default)
  122846. * @returns a SceneOptimizerOptions object
  122847. */
  122848. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  122849. }
  122850. /**
  122851. * Class used to run optimizations in order to reach a target frame rate
  122852. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  122853. */
  122854. export class SceneOptimizer implements IDisposable {
  122855. private _isRunning;
  122856. private _options;
  122857. private _scene;
  122858. private _currentPriorityLevel;
  122859. private _targetFrameRate;
  122860. private _trackerDuration;
  122861. private _currentFrameRate;
  122862. private _sceneDisposeObserver;
  122863. private _improvementMode;
  122864. /**
  122865. * Defines an observable called when the optimizer reaches the target frame rate
  122866. */
  122867. onSuccessObservable: Observable<SceneOptimizer>;
  122868. /**
  122869. * Defines an observable called when the optimizer enables an optimization
  122870. */
  122871. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  122872. /**
  122873. * Defines an observable called when the optimizer is not able to reach the target frame rate
  122874. */
  122875. onFailureObservable: Observable<SceneOptimizer>;
  122876. /**
  122877. * Gets a boolean indicating if the optimizer is in improvement mode
  122878. */
  122879. readonly isInImprovementMode: boolean;
  122880. /**
  122881. * Gets the current priority level (0 at start)
  122882. */
  122883. readonly currentPriorityLevel: number;
  122884. /**
  122885. * Gets the current frame rate checked by the SceneOptimizer
  122886. */
  122887. readonly currentFrameRate: number;
  122888. /**
  122889. * Gets or sets the current target frame rate (60 by default)
  122890. */
  122891. /**
  122892. * Gets or sets the current target frame rate (60 by default)
  122893. */
  122894. targetFrameRate: number;
  122895. /**
  122896. * Gets or sets the current interval between two checks (every 2000ms by default)
  122897. */
  122898. /**
  122899. * Gets or sets the current interval between two checks (every 2000ms by default)
  122900. */
  122901. trackerDuration: number;
  122902. /**
  122903. * Gets the list of active optimizations
  122904. */
  122905. readonly optimizations: SceneOptimization[];
  122906. /**
  122907. * Creates a new SceneOptimizer
  122908. * @param scene defines the scene to work on
  122909. * @param options defines the options to use with the SceneOptimizer
  122910. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  122911. * @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)
  122912. */
  122913. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  122914. /**
  122915. * Stops the current optimizer
  122916. */
  122917. stop(): void;
  122918. /**
  122919. * Reset the optimizer to initial step (current priority level = 0)
  122920. */
  122921. reset(): void;
  122922. /**
  122923. * Start the optimizer. By default it will try to reach a specific framerate
  122924. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  122925. */
  122926. start(): void;
  122927. private _checkCurrentState;
  122928. /**
  122929. * Release all resources
  122930. */
  122931. dispose(): void;
  122932. /**
  122933. * Helper function to create a SceneOptimizer with one single line of code
  122934. * @param scene defines the scene to work on
  122935. * @param options defines the options to use with the SceneOptimizer
  122936. * @param onSuccess defines a callback to call on success
  122937. * @param onFailure defines a callback to call on failure
  122938. * @returns the new SceneOptimizer object
  122939. */
  122940. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  122941. }
  122942. }
  122943. declare module BABYLON {
  122944. /**
  122945. * Class used to serialize a scene into a string
  122946. */
  122947. export class SceneSerializer {
  122948. /**
  122949. * Clear cache used by a previous serialization
  122950. */
  122951. static ClearCache(): void;
  122952. /**
  122953. * Serialize a scene into a JSON compatible object
  122954. * @param scene defines the scene to serialize
  122955. * @returns a JSON compatible object
  122956. */
  122957. static Serialize(scene: Scene): any;
  122958. /**
  122959. * Serialize a mesh into a JSON compatible object
  122960. * @param toSerialize defines the mesh to serialize
  122961. * @param withParents defines if parents must be serialized as well
  122962. * @param withChildren defines if children must be serialized as well
  122963. * @returns a JSON compatible object
  122964. */
  122965. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  122966. }
  122967. }
  122968. declare module BABYLON {
  122969. /**
  122970. * Class used to host texture specific utilities
  122971. */
  122972. export class TextureTools {
  122973. /**
  122974. * Uses the GPU to create a copy texture rescaled at a given size
  122975. * @param texture Texture to copy from
  122976. * @param width defines the desired width
  122977. * @param height defines the desired height
  122978. * @param useBilinearMode defines if bilinear mode has to be used
  122979. * @return the generated texture
  122980. */
  122981. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  122982. }
  122983. }
  122984. declare module BABYLON {
  122985. /**
  122986. * This represents the different options available for the video capture.
  122987. */
  122988. export interface VideoRecorderOptions {
  122989. /** Defines the mime type of the video. */
  122990. mimeType: string;
  122991. /** Defines the FPS the video should be recorded at. */
  122992. fps: number;
  122993. /** Defines the chunk size for the recording data. */
  122994. recordChunckSize: number;
  122995. /** The audio tracks to attach to the recording. */
  122996. audioTracks?: MediaStreamTrack[];
  122997. }
  122998. /**
  122999. * This can help with recording videos from BabylonJS.
  123000. * This is based on the available WebRTC functionalities of the browser.
  123001. *
  123002. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  123003. */
  123004. export class VideoRecorder {
  123005. private static readonly _defaultOptions;
  123006. /**
  123007. * Returns whether or not the VideoRecorder is available in your browser.
  123008. * @param engine Defines the Babylon Engine.
  123009. * @returns true if supported otherwise false.
  123010. */
  123011. static IsSupported(engine: Engine): boolean;
  123012. private readonly _options;
  123013. private _canvas;
  123014. private _mediaRecorder;
  123015. private _recordedChunks;
  123016. private _fileName;
  123017. private _resolve;
  123018. private _reject;
  123019. /**
  123020. * True when a recording is already in progress.
  123021. */
  123022. readonly isRecording: boolean;
  123023. /**
  123024. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  123025. * @param engine Defines the BabylonJS Engine you wish to record.
  123026. * @param options Defines options that can be used to customize the capture.
  123027. */
  123028. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  123029. /**
  123030. * Stops the current recording before the default capture timeout passed in the startRecording function.
  123031. */
  123032. stopRecording(): void;
  123033. /**
  123034. * Starts recording the canvas for a max duration specified in parameters.
  123035. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  123036. * If null no automatic download will start and you can rely on the promise to get the data back.
  123037. * @param maxDuration Defines the maximum recording time in seconds.
  123038. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  123039. * @return A promise callback at the end of the recording with the video data in Blob.
  123040. */
  123041. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  123042. /**
  123043. * Releases internal resources used during the recording.
  123044. */
  123045. dispose(): void;
  123046. private _handleDataAvailable;
  123047. private _handleError;
  123048. private _handleStop;
  123049. }
  123050. }
  123051. declare module BABYLON {
  123052. /**
  123053. * Class containing a set of static utilities functions for screenshots
  123054. */
  123055. export class ScreenshotTools {
  123056. /**
  123057. * Captures a screenshot of the current rendering
  123058. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123059. * @param engine defines the rendering engine
  123060. * @param camera defines the source camera
  123061. * @param size This parameter can be set to a single number or to an object with the
  123062. * following (optional) properties: precision, width, height. If a single number is passed,
  123063. * it will be used for both width and height. If an object is passed, the screenshot size
  123064. * will be derived from the parameters. The precision property is a multiplier allowing
  123065. * rendering at a higher or lower resolution
  123066. * @param successCallback defines the callback receives a single parameter which contains the
  123067. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123068. * src parameter of an <img> to display it
  123069. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  123070. * Check your browser for supported MIME types
  123071. */
  123072. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  123073. /**
  123074. * Generates an image screenshot from the specified camera.
  123075. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123076. * @param engine The engine to use for rendering
  123077. * @param camera The camera to use for rendering
  123078. * @param size This parameter can be set to a single number or to an object with the
  123079. * following (optional) properties: precision, width, height. If a single number is passed,
  123080. * it will be used for both width and height. If an object is passed, the screenshot size
  123081. * will be derived from the parameters. The precision property is a multiplier allowing
  123082. * rendering at a higher or lower resolution
  123083. * @param successCallback The callback receives a single parameter which contains the
  123084. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123085. * src parameter of an <img> to display it
  123086. * @param mimeType The MIME type of the screenshot image (default: image/png).
  123087. * Check your browser for supported MIME types
  123088. * @param samples Texture samples (default: 1)
  123089. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  123090. * @param fileName A name for for the downloaded file.
  123091. */
  123092. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  123093. }
  123094. }
  123095. declare module BABYLON {
  123096. /**
  123097. * A cursor which tracks a point on a path
  123098. */
  123099. export class PathCursor {
  123100. private path;
  123101. /**
  123102. * Stores path cursor callbacks for when an onchange event is triggered
  123103. */
  123104. private _onchange;
  123105. /**
  123106. * The value of the path cursor
  123107. */
  123108. value: number;
  123109. /**
  123110. * The animation array of the path cursor
  123111. */
  123112. animations: Animation[];
  123113. /**
  123114. * Initializes the path cursor
  123115. * @param path The path to track
  123116. */
  123117. constructor(path: Path2);
  123118. /**
  123119. * Gets the cursor point on the path
  123120. * @returns A point on the path cursor at the cursor location
  123121. */
  123122. getPoint(): Vector3;
  123123. /**
  123124. * Moves the cursor ahead by the step amount
  123125. * @param step The amount to move the cursor forward
  123126. * @returns This path cursor
  123127. */
  123128. moveAhead(step?: number): PathCursor;
  123129. /**
  123130. * Moves the cursor behind by the step amount
  123131. * @param step The amount to move the cursor back
  123132. * @returns This path cursor
  123133. */
  123134. moveBack(step?: number): PathCursor;
  123135. /**
  123136. * Moves the cursor by the step amount
  123137. * If the step amount is greater than one, an exception is thrown
  123138. * @param step The amount to move the cursor
  123139. * @returns This path cursor
  123140. */
  123141. move(step: number): PathCursor;
  123142. /**
  123143. * Ensures that the value is limited between zero and one
  123144. * @returns This path cursor
  123145. */
  123146. private ensureLimits;
  123147. /**
  123148. * Runs onchange callbacks on change (used by the animation engine)
  123149. * @returns This path cursor
  123150. */
  123151. private raiseOnChange;
  123152. /**
  123153. * Executes a function on change
  123154. * @param f A path cursor onchange callback
  123155. * @returns This path cursor
  123156. */
  123157. onchange(f: (cursor: PathCursor) => void): PathCursor;
  123158. }
  123159. }
  123160. declare module BABYLON {
  123161. /** @hidden */
  123162. export var blurPixelShader: {
  123163. name: string;
  123164. shader: string;
  123165. };
  123166. }
  123167. declare module BABYLON {
  123168. /** @hidden */
  123169. export var pointCloudVertexDeclaration: {
  123170. name: string;
  123171. shader: string;
  123172. };
  123173. }
  123174. // Mixins
  123175. interface Window {
  123176. mozIndexedDB: IDBFactory;
  123177. webkitIndexedDB: IDBFactory;
  123178. msIndexedDB: IDBFactory;
  123179. webkitURL: typeof URL;
  123180. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  123181. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  123182. WebGLRenderingContext: WebGLRenderingContext;
  123183. MSGesture: MSGesture;
  123184. CANNON: any;
  123185. AudioContext: AudioContext;
  123186. webkitAudioContext: AudioContext;
  123187. PointerEvent: any;
  123188. Math: Math;
  123189. Uint8Array: Uint8ArrayConstructor;
  123190. Float32Array: Float32ArrayConstructor;
  123191. mozURL: typeof URL;
  123192. msURL: typeof URL;
  123193. VRFrameData: any; // WebVR, from specs 1.1
  123194. DracoDecoderModule: any;
  123195. setImmediate(handler: (...args: any[]) => void): number;
  123196. }
  123197. interface HTMLCanvasElement {
  123198. requestPointerLock(): void;
  123199. msRequestPointerLock?(): void;
  123200. mozRequestPointerLock?(): void;
  123201. webkitRequestPointerLock?(): void;
  123202. /** Track wether a record is in progress */
  123203. isRecording: boolean;
  123204. /** Capture Stream method defined by some browsers */
  123205. captureStream(fps?: number): MediaStream;
  123206. }
  123207. interface CanvasRenderingContext2D {
  123208. msImageSmoothingEnabled: boolean;
  123209. }
  123210. interface MouseEvent {
  123211. mozMovementX: number;
  123212. mozMovementY: number;
  123213. webkitMovementX: number;
  123214. webkitMovementY: number;
  123215. msMovementX: number;
  123216. msMovementY: number;
  123217. }
  123218. interface Navigator {
  123219. mozGetVRDevices: (any: any) => any;
  123220. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  123221. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  123222. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  123223. webkitGetGamepads(): Gamepad[];
  123224. msGetGamepads(): Gamepad[];
  123225. webkitGamepads(): Gamepad[];
  123226. }
  123227. interface HTMLVideoElement {
  123228. mozSrcObject: any;
  123229. }
  123230. interface Math {
  123231. fround(x: number): number;
  123232. imul(a: number, b: number): number;
  123233. }
  123234. interface WebGLRenderingContext {
  123235. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  123236. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  123237. vertexAttribDivisor(index: number, divisor: number): void;
  123238. createVertexArray(): any;
  123239. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  123240. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  123241. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  123242. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  123243. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  123244. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  123245. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  123246. // Queries
  123247. createQuery(): WebGLQuery;
  123248. deleteQuery(query: WebGLQuery): void;
  123249. beginQuery(target: number, query: WebGLQuery): void;
  123250. endQuery(target: number): void;
  123251. getQueryParameter(query: WebGLQuery, pname: number): any;
  123252. getQuery(target: number, pname: number): any;
  123253. MAX_SAMPLES: number;
  123254. RGBA8: number;
  123255. READ_FRAMEBUFFER: number;
  123256. DRAW_FRAMEBUFFER: number;
  123257. UNIFORM_BUFFER: number;
  123258. HALF_FLOAT_OES: number;
  123259. RGBA16F: number;
  123260. RGBA32F: number;
  123261. R32F: number;
  123262. RG32F: number;
  123263. RGB32F: number;
  123264. R16F: number;
  123265. RG16F: number;
  123266. RGB16F: number;
  123267. RED: number;
  123268. RG: number;
  123269. R8: number;
  123270. RG8: number;
  123271. UNSIGNED_INT_24_8: number;
  123272. DEPTH24_STENCIL8: number;
  123273. /* Multiple Render Targets */
  123274. drawBuffers(buffers: number[]): void;
  123275. readBuffer(src: number): void;
  123276. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  123277. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  123278. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  123279. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  123280. // Occlusion Query
  123281. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  123282. ANY_SAMPLES_PASSED: number;
  123283. QUERY_RESULT_AVAILABLE: number;
  123284. QUERY_RESULT: number;
  123285. }
  123286. interface WebGLProgram {
  123287. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  123288. }
  123289. interface EXT_disjoint_timer_query {
  123290. QUERY_COUNTER_BITS_EXT: number;
  123291. TIME_ELAPSED_EXT: number;
  123292. TIMESTAMP_EXT: number;
  123293. GPU_DISJOINT_EXT: number;
  123294. QUERY_RESULT_EXT: number;
  123295. QUERY_RESULT_AVAILABLE_EXT: number;
  123296. queryCounterEXT(query: WebGLQuery, target: number): void;
  123297. createQueryEXT(): WebGLQuery;
  123298. beginQueryEXT(target: number, query: WebGLQuery): void;
  123299. endQueryEXT(target: number): void;
  123300. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  123301. deleteQueryEXT(query: WebGLQuery): void;
  123302. }
  123303. interface WebGLUniformLocation {
  123304. _currentState: any;
  123305. }
  123306. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  123307. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  123308. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  123309. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  123310. interface WebGLRenderingContext {
  123311. readonly RASTERIZER_DISCARD: number;
  123312. readonly DEPTH_COMPONENT24: number;
  123313. readonly TEXTURE_3D: number;
  123314. readonly TEXTURE_2D_ARRAY: number;
  123315. readonly TEXTURE_COMPARE_FUNC: number;
  123316. readonly TEXTURE_COMPARE_MODE: number;
  123317. readonly COMPARE_REF_TO_TEXTURE: number;
  123318. readonly TEXTURE_WRAP_R: number;
  123319. readonly HALF_FLOAT: number;
  123320. readonly RGB8: number;
  123321. readonly RED_INTEGER: number;
  123322. readonly RG_INTEGER: number;
  123323. readonly RGB_INTEGER: number;
  123324. readonly RGBA_INTEGER: number;
  123325. readonly R8_SNORM: number;
  123326. readonly RG8_SNORM: number;
  123327. readonly RGB8_SNORM: number;
  123328. readonly RGBA8_SNORM: number;
  123329. readonly R8I: number;
  123330. readonly RG8I: number;
  123331. readonly RGB8I: number;
  123332. readonly RGBA8I: number;
  123333. readonly R8UI: number;
  123334. readonly RG8UI: number;
  123335. readonly RGB8UI: number;
  123336. readonly RGBA8UI: number;
  123337. readonly R16I: number;
  123338. readonly RG16I: number;
  123339. readonly RGB16I: number;
  123340. readonly RGBA16I: number;
  123341. readonly R16UI: number;
  123342. readonly RG16UI: number;
  123343. readonly RGB16UI: number;
  123344. readonly RGBA16UI: number;
  123345. readonly R32I: number;
  123346. readonly RG32I: number;
  123347. readonly RGB32I: number;
  123348. readonly RGBA32I: number;
  123349. readonly R32UI: number;
  123350. readonly RG32UI: number;
  123351. readonly RGB32UI: number;
  123352. readonly RGBA32UI: number;
  123353. readonly RGB10_A2UI: number;
  123354. readonly R11F_G11F_B10F: number;
  123355. readonly RGB9_E5: number;
  123356. readonly RGB10_A2: number;
  123357. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  123358. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  123359. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  123360. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  123361. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  123362. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  123363. 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;
  123364. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  123365. readonly TRANSFORM_FEEDBACK: number;
  123366. readonly INTERLEAVED_ATTRIBS: number;
  123367. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  123368. createTransformFeedback(): WebGLTransformFeedback;
  123369. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  123370. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  123371. beginTransformFeedback(primitiveMode: number): void;
  123372. endTransformFeedback(): void;
  123373. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  123374. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  123375. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  123376. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  123377. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  123378. }
  123379. interface ImageBitmap {
  123380. readonly width: number;
  123381. readonly height: number;
  123382. close(): void;
  123383. }
  123384. interface WebGLQuery extends WebGLObject {
  123385. }
  123386. declare var WebGLQuery: {
  123387. prototype: WebGLQuery;
  123388. new(): WebGLQuery;
  123389. };
  123390. interface WebGLSampler extends WebGLObject {
  123391. }
  123392. declare var WebGLSampler: {
  123393. prototype: WebGLSampler;
  123394. new(): WebGLSampler;
  123395. };
  123396. interface WebGLSync extends WebGLObject {
  123397. }
  123398. declare var WebGLSync: {
  123399. prototype: WebGLSync;
  123400. new(): WebGLSync;
  123401. };
  123402. interface WebGLTransformFeedback extends WebGLObject {
  123403. }
  123404. declare var WebGLTransformFeedback: {
  123405. prototype: WebGLTransformFeedback;
  123406. new(): WebGLTransformFeedback;
  123407. };
  123408. interface WebGLVertexArrayObject extends WebGLObject {
  123409. }
  123410. declare var WebGLVertexArrayObject: {
  123411. prototype: WebGLVertexArrayObject;
  123412. new(): WebGLVertexArrayObject;
  123413. };
  123414. // Type definitions for WebVR API
  123415. // Project: https://w3c.github.io/webvr/
  123416. // Definitions by: six a <https://github.com/lostfictions>
  123417. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  123418. interface VRDisplay extends EventTarget {
  123419. /**
  123420. * Dictionary of capabilities describing the VRDisplay.
  123421. */
  123422. readonly capabilities: VRDisplayCapabilities;
  123423. /**
  123424. * z-depth defining the far plane of the eye view frustum
  123425. * enables mapping of values in the render target depth
  123426. * attachment to scene coordinates. Initially set to 10000.0.
  123427. */
  123428. depthFar: number;
  123429. /**
  123430. * z-depth defining the near plane of the eye view frustum
  123431. * enables mapping of values in the render target depth
  123432. * attachment to scene coordinates. Initially set to 0.01.
  123433. */
  123434. depthNear: number;
  123435. /**
  123436. * An identifier for this distinct VRDisplay. Used as an
  123437. * association point in the Gamepad API.
  123438. */
  123439. readonly displayId: number;
  123440. /**
  123441. * A display name, a user-readable name identifying it.
  123442. */
  123443. readonly displayName: string;
  123444. readonly isConnected: boolean;
  123445. readonly isPresenting: boolean;
  123446. /**
  123447. * If this VRDisplay supports room-scale experiences, the optional
  123448. * stage attribute contains details on the room-scale parameters.
  123449. */
  123450. readonly stageParameters: VRStageParameters | null;
  123451. /**
  123452. * Passing the value returned by `requestAnimationFrame` to
  123453. * `cancelAnimationFrame` will unregister the callback.
  123454. * @param handle Define the hanle of the request to cancel
  123455. */
  123456. cancelAnimationFrame(handle: number): void;
  123457. /**
  123458. * Stops presenting to the VRDisplay.
  123459. * @returns a promise to know when it stopped
  123460. */
  123461. exitPresent(): Promise<void>;
  123462. /**
  123463. * Return the current VREyeParameters for the given eye.
  123464. * @param whichEye Define the eye we want the parameter for
  123465. * @returns the eye parameters
  123466. */
  123467. getEyeParameters(whichEye: string): VREyeParameters;
  123468. /**
  123469. * Populates the passed VRFrameData with the information required to render
  123470. * the current frame.
  123471. * @param frameData Define the data structure to populate
  123472. * @returns true if ok otherwise false
  123473. */
  123474. getFrameData(frameData: VRFrameData): boolean;
  123475. /**
  123476. * Get the layers currently being presented.
  123477. * @returns the list of VR layers
  123478. */
  123479. getLayers(): VRLayer[];
  123480. /**
  123481. * Return a VRPose containing the future predicted pose of the VRDisplay
  123482. * when the current frame will be presented. The value returned will not
  123483. * change until JavaScript has returned control to the browser.
  123484. *
  123485. * The VRPose will contain the position, orientation, velocity,
  123486. * and acceleration of each of these properties.
  123487. * @returns the pose object
  123488. */
  123489. getPose(): VRPose;
  123490. /**
  123491. * Return the current instantaneous pose of the VRDisplay, with no
  123492. * prediction applied.
  123493. * @returns the current instantaneous pose
  123494. */
  123495. getImmediatePose(): VRPose;
  123496. /**
  123497. * The callback passed to `requestAnimationFrame` will be called
  123498. * any time a new frame should be rendered. When the VRDisplay is
  123499. * presenting the callback will be called at the native refresh
  123500. * rate of the HMD. When not presenting this function acts
  123501. * identically to how window.requestAnimationFrame acts. Content should
  123502. * make no assumptions of frame rate or vsync behavior as the HMD runs
  123503. * asynchronously from other displays and at differing refresh rates.
  123504. * @param callback Define the eaction to run next frame
  123505. * @returns the request handle it
  123506. */
  123507. requestAnimationFrame(callback: FrameRequestCallback): number;
  123508. /**
  123509. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  123510. * Repeat calls while already presenting will update the VRLayers being displayed.
  123511. * @param layers Define the list of layer to present
  123512. * @returns a promise to know when the request has been fulfilled
  123513. */
  123514. requestPresent(layers: VRLayer[]): Promise<void>;
  123515. /**
  123516. * Reset the pose for this display, treating its current position and
  123517. * orientation as the "origin/zero" values. VRPose.position,
  123518. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  123519. * updated when calling resetPose(). This should be called in only
  123520. * sitting-space experiences.
  123521. */
  123522. resetPose(): void;
  123523. /**
  123524. * The VRLayer provided to the VRDisplay will be captured and presented
  123525. * in the HMD. Calling this function has the same effect on the source
  123526. * canvas as any other operation that uses its source image, and canvases
  123527. * created without preserveDrawingBuffer set to true will be cleared.
  123528. * @param pose Define the pose to submit
  123529. */
  123530. submitFrame(pose?: VRPose): void;
  123531. }
  123532. declare var VRDisplay: {
  123533. prototype: VRDisplay;
  123534. new(): VRDisplay;
  123535. };
  123536. interface VRLayer {
  123537. leftBounds?: number[] | Float32Array | null;
  123538. rightBounds?: number[] | Float32Array | null;
  123539. source?: HTMLCanvasElement | null;
  123540. }
  123541. interface VRDisplayCapabilities {
  123542. readonly canPresent: boolean;
  123543. readonly hasExternalDisplay: boolean;
  123544. readonly hasOrientation: boolean;
  123545. readonly hasPosition: boolean;
  123546. readonly maxLayers: number;
  123547. }
  123548. interface VREyeParameters {
  123549. /** @deprecated */
  123550. readonly fieldOfView: VRFieldOfView;
  123551. readonly offset: Float32Array;
  123552. readonly renderHeight: number;
  123553. readonly renderWidth: number;
  123554. }
  123555. interface VRFieldOfView {
  123556. readonly downDegrees: number;
  123557. readonly leftDegrees: number;
  123558. readonly rightDegrees: number;
  123559. readonly upDegrees: number;
  123560. }
  123561. interface VRFrameData {
  123562. readonly leftProjectionMatrix: Float32Array;
  123563. readonly leftViewMatrix: Float32Array;
  123564. readonly pose: VRPose;
  123565. readonly rightProjectionMatrix: Float32Array;
  123566. readonly rightViewMatrix: Float32Array;
  123567. readonly timestamp: number;
  123568. }
  123569. interface VRPose {
  123570. readonly angularAcceleration: Float32Array | null;
  123571. readonly angularVelocity: Float32Array | null;
  123572. readonly linearAcceleration: Float32Array | null;
  123573. readonly linearVelocity: Float32Array | null;
  123574. readonly orientation: Float32Array | null;
  123575. readonly position: Float32Array | null;
  123576. readonly timestamp: number;
  123577. }
  123578. interface VRStageParameters {
  123579. sittingToStandingTransform?: Float32Array;
  123580. sizeX?: number;
  123581. sizeY?: number;
  123582. }
  123583. interface Navigator {
  123584. getVRDisplays(): Promise<VRDisplay[]>;
  123585. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  123586. }
  123587. interface Window {
  123588. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  123589. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  123590. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  123591. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  123592. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  123593. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  123594. }
  123595. interface Gamepad {
  123596. readonly displayId: number;
  123597. }
  123598. type XRSessionMode =
  123599. | "inline"
  123600. | "immersive-vr"
  123601. | "immersive-ar";
  123602. type XRReferenceSpaceType =
  123603. | "viewer"
  123604. | "local"
  123605. | "local-floor"
  123606. | "bounded-floor"
  123607. | "unbounded";
  123608. type XREnvironmentBlendMode =
  123609. | "opaque"
  123610. | "additive"
  123611. | "alpha-blend";
  123612. type XRVisibilityState =
  123613. | "visible"
  123614. | "visible-blurred"
  123615. | "hidden";
  123616. type XRHandedness =
  123617. | "none"
  123618. | "left"
  123619. | "right";
  123620. type XRTargetRayMode =
  123621. | "gaze"
  123622. | "tracked-pointer"
  123623. | "screen";
  123624. type XREye =
  123625. | "none"
  123626. | "left"
  123627. | "right";
  123628. interface XRSpace extends EventTarget {
  123629. }
  123630. interface XRRenderState {
  123631. depthNear?: number;
  123632. depthFar?: number;
  123633. inlineVerticalFieldOfView?: number;
  123634. baseLayer?: XRWebGLLayer;
  123635. }
  123636. interface XRInputSource {
  123637. handedness: XRHandedness;
  123638. targetRayMode: XRTargetRayMode;
  123639. targetRaySpace: XRSpace;
  123640. gripSpace: XRSpace | undefined;
  123641. gamepad: Gamepad | undefined;
  123642. profiles: Array<string>;
  123643. }
  123644. interface XRSession {
  123645. addEventListener: Function;
  123646. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  123647. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  123648. requestAnimationFrame: Function;
  123649. end(): Promise<void>;
  123650. renderState: XRRenderState;
  123651. inputSources: Array<XRInputSource>;
  123652. }
  123653. interface XRReferenceSpace extends XRSpace {
  123654. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  123655. onreset: any;
  123656. }
  123657. interface XRFrame {
  123658. session: XRSession;
  123659. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  123660. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  123661. }
  123662. interface XRViewerPose extends XRPose {
  123663. views: Array<XRView>;
  123664. }
  123665. interface XRPose {
  123666. transform: XRRigidTransform;
  123667. emulatedPosition: boolean;
  123668. }
  123669. declare var XRWebGLLayer: {
  123670. prototype: XRWebGLLayer;
  123671. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  123672. };
  123673. interface XRWebGLLayer {
  123674. framebuffer: WebGLFramebuffer;
  123675. framebufferWidth: number;
  123676. framebufferHeight: number;
  123677. getViewport: Function;
  123678. }
  123679. interface XRRigidTransform {
  123680. position: DOMPointReadOnly;
  123681. orientation: DOMPointReadOnly;
  123682. matrix: Float32Array;
  123683. inverse: XRRigidTransform;
  123684. }
  123685. interface XRView {
  123686. eye: XREye;
  123687. projectionMatrix: Float32Array;
  123688. transform: XRRigidTransform;
  123689. }
  123690. interface XRInputSourceChangeEvent {
  123691. session: XRSession;
  123692. removed: Array<XRInputSource>;
  123693. added: Array<XRInputSource>;
  123694. }